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Computer animation interfaces based on traditional artistic tools and concepts

Martin Guay
Disney Research Zurich

June 14, 2016 at  2:00 PM
McConnell Engineering Room 437


Creating high quality character animation using today’s authoring software (such as Maya) requires expertise and time. One of the reasons is the fact that several artistic tools and concepts used when hand-drawing are not integrated into the computer animation pipeline. In consequence, users have to fulfil their artistic vision through indirect controls and interfaces. I will present 3 sketch-based interfaces that provide a direct use of some of these drawing tools, for 3D animation. I will then give a quick overview of our ongoing work in the area of directable characters, involving both physics-based character control and augmented reality.


Martin Guay is a post-doctoral research at Disney Research Zürich. He did his Ph.D. on sketch-based character animation at INRIA Grenoble, France (completed in 2015) and his Master’s on fluid simulation at Université de Sherbrooke in Canada (completed in 2011). Before research, Martin worked for the video games studio Cyanide in Montreal, and completed his bachelor’s in Mathematics from Université de Sherbrooke in 2007.