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
Link To Document