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Issue No.04 - July/August (2009 vol.29)
pp: 19-25
Paul Kanyuk , Pixar Animation Studios
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.
physics-based animation, crowd simulation, motion signal processing, spring physics, fake physics, behavioral animation, computer graphics
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
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