Equus: The Virtual Horse

Equus: The Virtual Horse


We are developing virtual horse models and animations. This project is part of Fauna, a more general research effort focussed on modeling and animating articulated creatures such as animals and humans.

The Canonical Horse
Canonical Horse Model The anatomically-based "canonical" horse model is composed of multiple layers: structure hierarchy, bones, muscles, generalized tissues, skin, and coat.
Skinning
Skinning Select "feature" vertices in the skin mesh are anchored to the underlying component (e.g. muscle, or bone), and move with the component when it is animated and/or deformed. The remaining vertices (the bulk of the mesh vertices) are interpolated based on the movement of nearby feature vertices.
3D Model Morphing
3D Model Morphing Given a relatively small set of measurements from a target horse, the canonical horse model is automatically morphed to generate a novel 3D model, complete with skin and animation hierarchy.
Motion Capture
Motion Capture Using a combination of techniques from computer vision (such as active contours) and user interaction, horse motion can be extracted from monocular (single-camera) video.
Animations
Animation Some example animations demonstrating the skinning technique. The canonical horse is shown animated, as well as a pony. The pony model was automatically generated using our 3D model morphing technique from measurements taken from a live pony.
Rendering
Rendering The images on this page were rendered using OpenGL with the default lighting and Gouraud shading. We are also working on a shader for sleek coats to generate more realistic imagery suitable for use with a ray-tracing based renderer. This is work in progress... more soon.

Some possible poster images.