Number of documents

3

Nicolas Pronost


I believe that one of the current challenges in computer animation is the modeling and the simulation of plausible anatomical characters.
My research focuses on technologies merging:

  • physics-based animation, to naturally manage the physical behavior of the human body,
  • soft body deformation, to take into account the continuum mechanics effects of human tissues, and
  • musculoskeletal simulation, to actively actuate the virtual humans through muscle forces.

My investigations mostly involve biomechanical simulations within real-time virtual environments, e.g. animation engine for games and interactive applications.


"Franck Multon"   

Journal articles1 document

  • Nicolas Pronost, Franck Multon, Qilei Li, Weidong Geng, Richard Kulpa, et al.. Morphology independent motion retrieval and control. International Journal of Virtual Reality, IPI Press, 2009. ⟨inria-00431435⟩

Conference papers2 documents

  • Nicolas Pronost, Franck Multon, Qilei Li, Weidong Geng, Richard Kulpa, et al.. Interactive animation of virtual characters: application to virtual kung-fu fighting. IEEE Cyberworlds, Sep 2008, Hangzhou, China. ⟨inria-00441145⟩
  • Xiubo Liang, Shun Zhang, Qilei Li, Nicolas Pronost, Weidong Geng, et al.. Intuitive Motion Retrieval with Motion Sensors. Computer Graphics International, Jun 2008, Istanbul, Turkey. ⟨inria-00441148⟩