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Muscle and Flesh Simulation Tool. Design and implementation of an innovative and affordable muscle and flesh simulation tool using shape deltas applied in Jurassic Fight Club, a History Channel series.

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Maguire, Greg (2008) Muscle and Flesh Simulation Tool. Design and implementation of an innovative and affordable muscle and flesh simulation tool using shape deltas applied in Jurassic Fight Club, a History Channel series. [Design]

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URL: http://www.imdb.com/title/tt1258908/combined

Abstract

As artists strive to increase the realism of computer-generated characters, the techniques pursued by creature developers are becoming both increasingly complex and time-consuming for the artist to set-up and to simulate. Perceiving the underlying muscle and flesh movement is an important part of selling the believability of a creature to an ever more sophisticated audience. How do makers of episodic television studios compete with much smaller budgets and less time when broadcasters and audiences demand film quality? Jurassic Fight Club (2008) provided the context to experiment with film based creature research on the not-so-small screen.

Item Type:Design
Keywords:Dinosaur, simulation, skin, tetrahedral mesh, animation
Faculties and Schools:Faculty of Art, Design and the Built Environment
Faculty of Art, Design and the Built Environment > Belfast School of Art
Research Institutes and Groups:Art and Design Research Institute
Art and Design Research Institute > Future and Virtual Worlds
ID Code:18467
Deposited By:Professor Greg Maguire
Deposited On:19 Oct 2011 15:35
Last Modified:07 Oct 2013 12:01

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