Animation

The GTI has always been involved in projects involving character animations. SAUCE, PRESENT, SIGNON are some of them. The development of our work in the field ended up in the development of two applications explained below, and a new course called Computer Animation taught in engineering degrees here in the UPF.

Animics (Application)

Animics is a web application with multiple functionalities but one goal: to generate and edit virtual characters animations easily.

Some of its functionalities are:

- Conversion from video to animation using Computer Vision solutions.

- Edition of keyframe animations.

- Edition of behaviour-based animations. Using our own system based on BML (Behaviour Markup Language) and extended to support sign language behaviours in SiGML.

- Support of GLB/BVH animations.

Animcis is also connected to our following application, Performs. It allows the user to display the animation created in a custmizable scene.

You can also visit the GitHub repositoty!

Performs (Application)

Performs is designed to visualize and synthesize humanoid animations for customized avatars. It supports two types of animations: keyframe animations (glTF, BVH) and script animations (SiGML, BML). The second mode integrates a variety of BML (Behavior Markup Language) instructions for Manual Features (MF) and Non-Manual Features (NMF) to create cohesive animations, performed in real-time.

You can also visit the GitHub repositoty!

Ray Tracing

We have an active research line in Ray Tracing-based techniques for Physically-Based Rendering (PBR). Our research covers (Quasi-) Monte Carlo methods for Light Transport Simulation, efficient Global Illumination approaches and realistic data-oriented material models, with a particular emphasis in light weight Machine Learning-based methods. GTI regularly publishes in top-tier Computer Graphics journals and conferences. In parallel, we are also active in the development of web-based tools for PBR (exemplified by our open source wgpuEngine) and in real-time graphics. Check our our Publications section for more.