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L'ÉTS vous donne rendez-vous à sa journée portes ouvertes qui aura lieu sur son campus à l'automne et à l'hiver : Samedi 18 novembre 2023 Samedi 17 février 2024 Le dépôt de votre demande d'admission à un programme de baccalauréat ou au cheminement universitaire en technologie sera gratuit si vous étudiez ou détenez un diplôme collégial d'un établissement québécois.

Information Technology Engineering Research and Innovation Software Systems, Multimedia and Cybersecurity

More Realistic Animations Based on Physics

Integrating realistic animations in video games and virtual reality applications is important for creating immersive and captivating experiences. Physics-based animation techniques are particularly important in this context since that are concerned with the simulation of physically plausible behaviors. However, the quest for more detailed and complex virtual environments requires efficient algorithms and rich physical models that meet the requirements of interactive computer graphics applications. Professor Andrews and his research group are tackling these challenges.

Physics-Based Animation

His research team is developing new algorithms and numerical models for simulating many different physical phenomena. For example, to compute the reaction between virtual objects and characters that collide and interact physically, or the deformations of elastic objects as they are stretched and squished. His team have developed state-of-the-art algorithms to solve mathematical equations that take into account the forces and kinematic constraints of these mechanical system. Important physical laws relating to friction and conservation of momentum are used as fundamental models for synthesizing the movement of 3D characters and objects and, if done correctly, produce near real-world behaviour. He also integrates laboratory-recorded data to capture phenomena not possible with analytical models

3D model of a fantasy creature, displaying muscular features and articulated limbs, in blue hue.

Professor Andrews is an expert in physical simulations of this kind, particularly for real-time applications, such as including video games and virtual reality. He has worked with companies such as CM Labs Simulations, Symgery, Disney Research and Roblox to develop more efficient and complex physics-based animation algorithms.

A Wide Range of Applications

His research focuses on a number of different fields, and involves several partners.

Virtual Reality Training Simulators

Professor Andrews is working with companies that develop virtual training simulators. This includes simulators that train operators of heavy machinery including cranes, construction vehicles and robots. In addition to being realistic, the simulations must be efficient, stable and accurate.

A modern simulator allows for the precise and safe operation of heavy equipment.

In another area of development, he creates algorithms to simulate soft tissue behaviour in the human body for surgical simulation. The aim is to mimic the haptic sensations felt by surgeons for different types of surgical tasks, such as cutting.

Video Game Characters

He is also developing new methods in which controllers trained by machine learning guide the movements of physics-based characters. This method is especially relevant for dynamic environments, such as multiplayer video games, where movements cannot be precomputed in advance. The aim is to train robust controllers that offer new capabilities for 3D characters performing agile motions and contact rich interactions with their environments.

Combat Sport Analysis

Another project, in collaboration with Quebec’s Institut National du Sport (INS), involves capturing boxer movements using computer vision. Tracking quality is improved by integrating machine learning methods with numerical optimization involving a physical model of boxers.

Analysis of boxing movements with comparisons between videos and real-time 3D modeling. Techniques and performances in light.

Conclusion

The research carried out by Professor Andrews and his group continues to push the boundaries of real-time simulation, with the overall goal being to close the fidelity gap between real and virtual worlds. In addition to conducting cutting-edge research on physics-based animation and motion capture, he teaches advanced courses on the topic at ETS, notably MTI855 Game Physics.