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Nicolas Pronost

2
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Présentation

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.
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.

Publications

francis-lacle
Image document

A scalable geometrical model for musculotendon units

Francis Laclé , Nicolas Pronost
Computer Animation and Virtual Worlds, 2015, 28 (1), pp.e1684. ⟨10.1002/cav.1684⟩
Article dans une revue hal-01267254v1
Image document

Real-Time Musculoskeletal Model for Injury Simulation on 3D Human Characters

Francis Laclé , Nicolas Pronost
Motion In Games Conference (MIG), Nov 2012, Rennes, France
Communication dans un congrès hal-03542744v1