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Dear colleagues,<br>
<br>
Feel free to forward this announcement to students and colleagues.<br>
<br>
Regards,<br>
Eric Paquette<br>
<br>
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We are looking for candidates knowledgeable in computer graphics and
interested to join the Multimedia Lab team at ÉTS in Montreal Canada
to work on computer graphics projects under the supervision of Prof.
Eric Paquette (<a class="moz-txt-link-freetext"
href="http://profs.etsmtl.ca/epaquette/">http://profs.etsmtl.ca/epaquette/</a>).
While ÉTS is a French speaking engineering school, all of the
courses and the thesis can be done in English. Montréal is quite
bilingual and someone who knows English and very basic French can do
all of their day-to-day activities without any problem.<br>
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<br>
Interested candidates should send their resume and transcripts to
Prof. Eric Paquette (<a class="moz-txt-link-abbreviated"
href="mailto:eric.paquette@etsmtl.net">eric.paquette@etsmtl.net</a>)<br>
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<b>Mesh matching and skeleton retargeting and creation research
project</b><br>
In computer graphics, character creation and animation remain
difficult because humanoid characters are expected to have a high
level of realism in their appearance and animation. Autodesk
Pinocchio (formerly Evolver) lets users create humanoid characters
by mixing polygon meshes from 49 ready-made “ancestor characters”.
The created character is also provided with animation setups (blend
shapes and skeleton), making it easy to animate the created
character. Compared to other tools where specific attributes such as
tall/short and thin/heavy are adjusted, Pinocchio proposes a
creative workflow where the user defines the shape of the character
by selecting the ancestors that will influence it. A limitation of
current character creation tools, including Pinocchio, is that the
basis of character shapes that they work from is limited. It makes
it difficult to create a wide range of characters such as aliens,
werewolves, witches, etc. The purpose of this project is to allow
the user to propose his own “artistic signature” polygon mesh, and
create similar characters, with the ease of ancestor mixing found in
Pinocchio. Even character accessories, such as clothes and bags,
will be transferred to the created character. In order to achieve
such an interactive character design system, scientific problems
need to be solved. First, deformation and shape matching methods
need to be improved in order to provide more robust mesh matching
and deformation, faster computation times as well as proper
deformation of accessories. Furthermore, creating high-quality
animation controls for such a wide range of characters will require
the development of tighter integration between skeleton and blend
shape animation setups, novel approaches for ancestor animation
setups transfer to the created character, and automatic generation
of animation setups for the accessories. <br>
<br>
The ideal student has a master’s degree in computer graphics, knows
about character animation, meshing, rigging or blend shapes. He is
also a capable C++ programmer and knows either OpenGL or Direct3D
APIs. The ideal time frame would be for the candidate to start his
Ph.D. at ÉTS in September 2013 or January 2014. Funding is available
for two Ph.D. students to work on this project. The research will be
conducted in collaboration with Autodesk.<br>
<br>
<b>Liquid simulation for visual effects projet</b><br>
Research on fluid simulation is ongoing at the Multimedia Lab of
ÉTS, currently focusing on SPH liquid simulation. Fluid simulation
requires lengthy computation times and should allow some artistic
control. Parallel computation approaches are promising for reducing
the computation times. Examples of such approaches include the works
of Zhang et al. [Y Zhang, B Solenthaler, et R Pajarola. August 2008.
« Adaptive Sampling and Rendering of Fluids on the GPU ». In
Proceedings Symposium on Point-Based Graphics. p. 137–146.] and
those of Hérault et al. [Alexis Hérault, Giuseppe Bilotta, et
Robert A. Dalrymple. 2010. « SPH on GPU with CUDA ». Journal of
Hydraulic Research, vol. 48, n ̊ sup1, p. 74–79.]. With respect to
artistic control, the simulation should allow artists to force the
liquid to achieve some key poses such as what can be done for gases
[Michael B. Nielsen, Brian B. Christensen, Nafees Bin Zafar, Doug
Roble, and Ken Museth. 2009. Guiding of smoke animations through
variational coupling of simulations at different resolutions. In
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on
Computer Animation (SCA '09), pp 217-226.]. It should also allow the
artists to efficiently texture the surface of the fluid. The paper
by Bojsen-Hansen et al. [Morten Bojsen-Hansen, Hao Li, and Chris
Wojtan. 2012. Tracking surfaces with evolving topology. ACM Trans.
Graph. 31, 4, Article 53 (July 2012)] is an example of work that
tries to address the problem of texturing the surface of liquids. <br>
<br>
Master’s and Ph.D. candidates are welcome to apply to work on this
project. The ideal candidate has relevant experience in computer
graphics, knows about numerical simulation as well as fluid
simulation. He is also a capable C++ programmer and knows either
OpenGL or Direct3D APIs. The ideal time frame would be for the
candidate to start his thesis at ÉTS in September 2013 or January
2014. Funding is available for students to work on this project.
The research will be conducted in collaboration with the Mokko
Studio visual effects studio.<br>
<br>
<br>
<br>
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<a class="moz-txt-link-abbreviated" href="mailto:eric.paquette@etsmtl.net">eric.paquette@etsmtl.net</a><br>
Prof. Eric Paquette, Ph.D., ing. jr.<br>
Directeur de la maîtrise en TI<br>
Département de génie logiciel et des TI <br>
École de technologie supérieure<br>
1100, rue Notre-Dame Ouest, Montréal, Québec, Canada, H3C 1K3<br>
Tel. : +1 (514) 396-8587 Fax : (514) 396-8405
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