Virtual Puppetry

Virtual Puppetry understands the development of life-like virtual characters is a challenging and rapidly changing industry that demands highly skilled techniques with an assortment of abilities. This includes integrating "cutting edge research and development" in with artist driven solutions. Virtual Puppetry focuses on research into advanced physics, graphic, and artificial intelligence, such as, active skeletons, soft-body systems, and the creation of interactive computer-animated tools for complex dynamic environments.

If you are interested in seeing more of our products feel free to visit the our software section. We intend to add new products and free plug-in upgrades in the coming month.

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best motivations
active solutions

We aim to provide resources, such as, software and training, to help developers and artists improve the quality of their work and reduce production times. For example, specialist visualization tools quickly draw attention to problem areas - showing patterns and observations that wouldn't be apparent from looking at the motion alone.

Technology Innovations

Animation techniques and tools are constantly changing. Hence, it's necessary to stay ahead of the curve by exploring and integrating in `bleeding' edge research. At Virtual Puppetry, we are always pushing the limits of what is possible to meet tomorrow's technologies. Creating high-end animated solutions requires complex software engineering that crosses multiple disciplines, including robotics, physics, and artificial intelligence.

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services and solutions

Virtual Puppetry focuses on research and development on character-based technologies and related issues, including (but not limited to) animation, graphics, shape modeling, user interfaces, virtual worlds, multi-modal interaction, computer vision for augmented and mixed reality, multiplayer online games, social and affective computing, and cognitive informatics.

  • Motion re-targeting
  • Interactive animations models
  • Bio-mechanical/cognitive
  • Virtual humans and avatars
  • Brain-computer interfaces
  • Physics-based systems
  • E-learning in cyberworlds
  • Shape & motion modeling
  • Multi-modal interactions
  • Cognitive informatics