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Integrating to Real Time an Animated Virtually Real Mascot

By Susan Rayborn- June 04 - Present
Committee: Dr. Tulio Sulbaran (Chair), Prof. Desmond Fletcher, Prof. Doris Kemp
Project Objective
To produce an animated, personable character in the form of a college mascot which is easily controlled using a desktop computer and quickly renderable, which can be displayed using parallax hallographic stereogram technology.


Abstract current projection technological advances have made it possible to display a 3D computer image in real world settings.  Despite the many advances in computer modeling and animation, creating a quickly rendered, easily controlled 3d image character with what appears to be immediate, smooth response to real world situations has yet to be accomplished.  This paper will be about the experiment to produce such a character in the form of a college mascot and using a football field as a trial area to observe the possible results of the interactions of the mascot with the action of the field.  This advancement will make using 3D animated characters in the real world of education, such as the medical field or history studies, as well as commercial, such as gaming or advertisement a reality.


Project Results
 Create a system of controlling animation, which will be presented in the case of a virtual mascot which can be operated by anyone to appear to respond spontaneously to real world situations.


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Last Modification: Thursday July 28, 2005 04:12 PM
Originally Developed by: Dr. Tulio Sulbaran - Email: Tulio.Sulbaran@usm.edu  - Nov 2004
The University of Southern Mississippi. AA/EOE/ADAI