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Issue No.04 - July/August (2009 vol.29)
pp: 19-25
Paul Kanyuk , Pixar Animation Studios
ABSTRACT
A major challenge of making WALL•E was creating believable physics for human and robot crowds. To do this, Pixar technical directors combined a custom spring-physics system in the Massive software platform with traditional simulation methods. The performance was fast enough to scale for large crowds and maintain interactivity for previews.
INDEX TERMS
physics-based animation, crowd simulation, motion signal processing, spring physics, fake physics, behavioral animation, computer graphics
CITATION
Paul Kanyuk, "Brain Springs: Fast Physics for Large Crowds in WALL•E", IEEE Computer Graphics and Applications, vol.29, no. 4, pp. 19-25, July/August 2009, doi:10.1109/MCG.2009.59
REFERENCES
1. J. Lasseter, "Principles of Traditional Animation Applied to 3D Computer Animation," Proc. Siggraph, 1987, ACM Press, pp. 35–44.
2. C.W. Reynolds, "Flocks, Herds and Schools: A Distributed Behavioral Model," Proc. Siggraph, ACM Press, 1987, pp. 25–34.
3. J. Wang et al., "The Cartoon Animation Filter," ACM Trans. Graphics (Proc. Siggraph), vol. 25, no. 3, 2006, pp. 1169–1173.
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