Our insight is to revisit models for shapes, motion, stories and virtual cinematography from a user-centred perspective, i.e. to give models an intuitive, predictable behaviour from the user’s view-point. This will ease both semi-automatic generation of animated 3D content and fine tuning of the results.
We are focusing on 4 research axes:
Axis 1. High-level, user-centered models for shapes
- Constructive implicit modeling.
- Creased paper modeling.
- Free-form sculpture.
- Homology computation.
- Spline surface models for arbitrary topologies.
- Sketch-based modeling and shape editing.
Axis 2. Models for real-time motion synthesis
- Frame-based simulation of deformable solids.
- Geometrical methods for skinning character animations.
- Volume preserving Free-Form Deformations.
Axis 3. Knowledge-based models for narrative design
- Action representation, segmentation and recognition.
- Computational model of film editing.
- French translation of the Foundational Model of Anatomy (FMA) ontology.
Axis 4. Creating and interacting with virtual prototypes
- Advanced tools for 2D and 3D interaction.
- Creating arbitrary shapes through combined sketching and sculpting gestures.
- Interactive systems for motion and narrative content creation.