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.

    Research output: Non-textual formDesign

    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.
    LanguageEnglish
    Publication statusPublished - 5 Jan 2008

    Fingerprint

    Muscle
    Television studios
    Sales
    Experiments

    Keywords

    • Dinosaur
    • simulation
    • skin
    • tetrahedral mesh
    • animation

    Cite this

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    title = "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.",
    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.",
    keywords = "Dinosaur, simulation, skin, tetrahedral mesh, animation",
    author = "Greg Maguire",
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    day = "5",
    language = "English",

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    Y1 - 2008/1/5

    N2 - 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.

    AB - 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.

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    KW - simulation

    KW - skin

    KW - tetrahedral mesh

    KW - animation

    UR - http://shop.history.com/detail.php?p=67822&v=history&ecid=PRF-2101862&pa=PRF-2101862#tabs

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