|
Muskeelar is the implementation of a research paper that Dr. Ashraf and I have written titled "Simplified Muscle Dynamics for Appealing Real-TIme Skin Deformation". The paper has been accepted as a Regular Research Paper for the 2007 International Conference on Computer Graphics and Virtual Reality (CGVR'07) in Las Vegas in June 2007. This muscle system which I have implemented is suitable for usage in games because it is polygon-based, builds on existing technologies used in games (e.g. smooth skinning) and has very decent performance running on the CPU alone. The data structures used are GPU-friendly and can be mapped to the GPU for even faster performance. The muscles are able to jiggle in real-time by undergoing physics simulation via springs and these subtle jiggles add on to the realism of the character. Video showing our muscle system running in real-time, with and without muscle dynamics for comparison For screenshots of the demo, please visit the Screenshots Gallery page. Note that this page is mostly about Muskeelar (i.e. the plugin). If you are interested in the research paper, please visit the official website for the research (not available yet) . The features of the muscle system developed in Maya are discussed below. Video showing how muscles are created for a full-body character using Muskeelar Stable dynamics Sculptable muscles Bendable fusiform muscles Perceptible volume bulge Muscle mirroring Suitable for games and films Below is a summary of the technical details of the system. For more details, please visit the official research website (not available yet) to obtain a copy of the paper. Coming soon... Skeel Lee: Muscle plugin in Maya, visualization in OGRE, research Dr. Golam Ashraf: Research supervisor |
|