CS460 Advanced Animation and Modeling

  • Personal custom engine using C++ and Vulkan

  • glTF format with vertex skinning

  • Key-frame System using VQS structure

  • Joint control and bone rendering

  • Inverse kinematics implemented with Forward And Backward Reaching Inverse Kinematics (FABRIK)

  • Quaternion for internal orientation control


  • Path Following with ease-in/ease-out and speed/orientation control

  • Curve generation using Centripetal Catmull–Rom spline

  • Computing Arc-length using adaptive approach


  • Physically based animation

  • Cloth simulation using Fourth Order Runge-Kutta method

  • Mass-spring-damper system


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Computer Graphics