• DocumentCode
    1141913
  • Title

    Brain Springs: Fast Physics for Large Crowds in WALL•E

  • Author

    Kanyuk, Paul

  • Author_Institution
    Pixar Animation Studios, CA, USA
  • Volume
    29
  • Issue
    4
  • fYear
    2009
  • Firstpage
    19
  • Lastpage
    25
  • Abstract
    A major challenge of making WALLldrE was creating believable physics for human and robot crowds. To do this, Pixar technical directors combined a custom spring-physics system in the Massive software platform with traditional simulation methods. The performance was fast enough to scale for large crowds and maintain interactivity for previews. Computer animation is a developed, thriving field that has benefitted greatly from the techniques of traditional animation and its insights into what elements of motion create appealing characters. Pixar Animation Studios introduced the adaptation of such elements as squash, stretch, follow-through, and anticipation to the field, which guide some of the most successful computer animation to date. However, these elements are often neglected in crowd simulations, where rendering challenges, group behavior, and appearance variation are the dominant focus.
  • Keywords
    computer animation; entertainment; Pixar; WALLldrE; believable physics; fast physics; human crowds; robot crowds; spring-physics system; Animation; Banking; Brain modeling; Computational modeling; Frequency; Humans; Orbital robotics; Physics; Robots; Springs; behavioral animation; computer graphics; crowd simulation; fake physics; motion signal processing; physics-based animation; spring physics;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/MCG.2009.59
  • Filename
    5167484