Animation is a technique which creates the illusion of movement in the viewer by rapidly displaying a sequence of inanimate objects (mostly puppets), drawings or figures. In the beginning these animations were pre-planned, but due to modern infor-mation technology it is possible to simulate movements and events in real time. Anima-tion is a basic technique used in the film industry, and also in computer games to move the players and their surrounding world.
In the first part of my thesis I introduce the PhysX physics library and the Di-rect3D graphics API. Using these libraries we can simulate and display animations.
I present several different animation techniques, focusing on skeletal animation and hardware-accelerated vertex skinning. I summarize the process of character anima-tion and the modeling tools and procedures to create character skeletons and collision geometry.
Finally, I present an implementation of the physical simulation and visualization of a ragdoll model. I demonstrate the operation of the ragdoll animation in a simple game environment.