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Nicolas Pronost

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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

1124210
Image document

COMBINING MORPHOLOGICAL INTERPOLATION AND BIOMECHANICAL INVERSE KINEMATICS TO SIMULATE BIPEDAL LOCOMOTION

Nicolas Pronost , G Nicolas , G Dumont , F Multon
IASTED Visualization, Imaging & Image Processing (VIIP), Sep 2005, Benidorm, Spain
Communication dans un congrès hal-03542823v1