||Animating Autonomous Pedestrians: (VC++, OpenGL,
||HyperTexture: (VC++, 2006)|
- I used the amazing Perlin Noise to generate all kinds of surface and volume texture and shapes.
- Wanna see some pictures?
||Realtime Motion Analysis and Synthesis: (VC++, Maya SDK, 2002~2004)|
- Given a motion clip, our system can automatically detect constraints and extract atomic motions.
- After analysis, a library of motions can then be transformed into a composite network structure.
- In the synthesis phase, heuristic search is used to find, in this network structure, motion
sequences with certain properties.
- After a set of constraint modification, the sequences are pieced together to create the target motion.
- Animation demo -- The annoying bees
Original data (5MB)
Synthesized result (18MB)
|Simulation Library (VC++, 2003~2004)|
- The library gives a convenient framework for visualizing simulations based on
- A easy-to-use class of real time flat surface shadowing is included.
- The library also provides useful classes for simulation of rigid body dynamics
and character animation.
- Animation demo (may require 3ivx codec):
1. Dynamic shadows and a character playing skiprope (3ivx, 2MB)
2. Interlocking diamond-shaped frames (plain-avi, 5MB)
3. Objects hung on rubberbands
|Simulating Humans (VC++, OpenGL, 2001~2003)|
- In this application, you could see different kinds of people: male/female,
young/old, tall/short, strong/slim, with high/low walking speed.
- You could ask one or several of them to go to a place or go to several
places in order. They will try their best to find a good route to attain
the purpose and at the same time avoid all the obstacles and avoid bumping
into each other.
- A group of virtual humans will form a queue if all of them want to
enter a house. They can also do leader following. And they can cross a busy
street as cleverly as real humans do.
- Wanna see some pictures?
- Animation (require 3ivx codec):
||Simulation of Rigidbody Dynamics: A Maya Plugin, (VC++, Maya SDK, 2002)
- A real time animation system for simulating rigidbody dynamics in Maya modeling environment.
- For animations, Click here.
||A General Joint Component Framework for Realistic Articulation in Human Characters
(VC++, Maya SDK, 2002, Honda Research Institute USA, Inc)
- This is a general joint component framework model that is capable of exhibiting complex
behavior of joints in articulated figures. Highly-articulated complex joints such as the
human spine and shoulder have been successfully modeled using our joint framework.
- Cover page and paper at ACM Interactive 3D Graphics 2003 (with Victor Ng-Thow-Hing) --
A General Joint Component Framework for Realistic Articulation in Human Characters
[ pdf ]
- Paper at International Society of Biomechanics XIXth Congress (with Victor
Modular Components for Detailed Kinematic Modelling of Joints
[ pdf ]
- U.S. patent No.10/425,122 filed on April 25, 2003 (co-author Victor Ng-Thow-Hing)
|Artificial Fish: (VC++, OpenGL, 2002) |
- This is an upgraded version of the artificial fish made by
Dr. Tu, Xianyuan in 1996.
- Application has been manually ported to Windows from IRIS with the help of
OpenGL Porting Guide from SGI.
- Use rendering of polygons instead of nurbsurface to improve frame speed.
- Multi-processor support speeds up the numerical computation of the physical simulation of
fish swimming motion and thus makes the animation even faster.
- Dynamic computation of smooth surface normals has been added for photo-realistic
rendering even in detailed scale.
- Caustic effects of water using multipass-rendering and dynamic texturing.
- Shadows of fishes and seaweeds are casted on the seabed.
- Interactive user interface with translucent directive help panel at hand.
- Multi-camera view and on-fish camera view are implemented.
- Stereoscopic version gives you a 3D virtual reality fish pond.
- Wanna see some pictures
or animation: [plain-avi ~18MB];
||Simulated Robo-soccer Team Eleven: (C++, 2001)
- This project is about Distributed Artificial Intelligence and Autonomous Multiagent System.
However, this is actually not about graphics, at least not currently.
- Simulated robo-soccer game has
been held every year since 1997. The team Eleven is what I did
for a course instructed by
Peter Stone and hopefully for the
RoboCup Simulation Competition 2002.
- The code of this project is based on the team
ATTCMUnited written by
Peter Stone et al.
- My Eleven is actually a very good one -- it is the Champion of the
final tournament of that class. For details, check my report or simply try gaming with it!
||Muscled Facial Animation: (VC++, OpenGL, 2001) |
- This is a facial animation system based on muscle movement. A skull, a jaw, a full set
of teeth, two eyes, facial skin and a bunch of muscles has been modelled and implemented
in the current version.
- Expression changing can be realized by providing an expression data file
which gives the setting values of the muscles and the jaw.
- Want to see some pictures? Click here.
||Action Generator (VC++, OpenGL, 2001)
- This is a smooth action generator, which uses traditional key frame animation
technique. When supplied with a mesh data file, several key frames and a sequence
configuration file, it could give you a smooth animation.
- Want to see animations? Click here.
||A Running Man (java, 2001)
- This is an applet using pure java 2.0. I coded
all the computation in rendering pipeline which is usually handled by
hardwares. This is an upgrade of
And this version has much better visual effect. It is a pity that I
did not find time to improve the control interface. But if you follow
the directions on that page, you will find it not so bad. Enjoy!
- For animation, click here ~0.5MB.