Not mush to say… It already takes some effort for me to understand the math behind the particle-based fluid simulation methods. I don’t have the ability yet to question or find any problems in it…. As for the presentation, it made me realize how important GPU parallelization is for cloth simulation. I could have a […]
TA: 03/22 Blog
We covered the basics of fluid simulations today. I haven’t use calculus for three years and almost forgot everything…. I was keeping checking the meaning of divergence and gradient. But I feel even if one doesn’t know the exact partial derivative form of divergence and gradient, they could still understand the meaning of the formula […]
The mini2 presentation is very interesting. I’m so happy to find someone else also made cloth simulation in unity. And I found some techniques she mentioned in the presentation very useful and inspiring to me. Also the way she delivered the results are better than me, I think… my video looks very boring.
TA: 03/15 Blog
I finally made decision to create AI based facial recognition. And Haoying would like to be my teammate.
Today’s course really excites me. I found many ideas actually related to me. The facial motion capture idea from Steve is very similar and we could even team up, and my experience in motion capture data transfer from mini project 1 could help a lot. I also have quite some things to say about the […]
TA: Some Materials for Final
show me papers and products based on the paper “JALI: An Animator-Centric Viseme Model for Expressive Lip Synchronization” Sure, here are some papers and products based on the paper “JALI: An Animator-Centric Viseme Model for Expressive Lip Synchronization” by Sarah Taylor and Michael Neff: These are just a few examples of the papers and products […]
TA: 2/27 Blog
just remembered I haven’t write the blog…. The paper that uses depth camera to capture cloth movements together with human movements is quite interesting. But I’ve been having some questions. I feel like it is more of a rendering problem (the reverse rendering) instead of animation problem. Also, it looks quite hard to transfer the […]
I found the Motion Doodle Paper really attractive. I try to organize what I may need to do to make it a final project here: implement the paper in Unity Also support collisions while maintaining the original logic. support other game effects like gravity, hit…. level and character design and modelling
TA: 02/23 Blog
Rigid bodies are harder than I thought, mostly because the timestep existed in computers. Anyways I’ve been thinking about research a bit on facial expression animation and to decide whether I could try it on final project. I feel most games could have very good character pose animations and particles, but I found few has […]
TA: 02/20 Blog
The mass spring cloth simulation is quite interesting, but I still have one question. The model can cause the cloth to fold, therefore we interduce two types of springs to prevent that. However, I feel the folding is caused by particles arranged in the square-ish format. If we initially pick random points on a cloth […]