Post-Doc At Inria Rhone Alpes. Maverick Team

Inria Rhone Alpes/ Maverick Team


Welcome to my website. I’m Maxime Garcia, a Post-Doc working at Inria Rhone Alpes, in the Maverick Team. On this website I post articles on my research results as well as articles on the Game Engine I develop.

My students can also find praticals topics and courses slides in the teaching resources section.

Finally, I also post some art related stuff since I sometimes take time to draw or do some 3D modeling.


  • Character Animation
  • Non-Photorealistic Rendering (NPR)
  • Game Engine Programming


  • PhD in Character Animation entitled Performance transfer Animating Characters by Playing and acting, 2019

    Universite Grenoble Alpes / LJK / Inria

Recent Posts

Animation Target Constraint

One common problem game developers come across when using animated characters is to modify them in real-time in order to satisfy a given task. More particularly, re-using the same grab/take animation or push/punch/kick animation to target a specific object is a feature every programmer want and may have to implement. When dealing with targets in animation, the first word that came into our mind is Inverse Kinematic (IK). And actually, that is a good start to tackle our problem.

Animation Transfer

One main goal of my thesis is to find a way to animate 3D characters using physical props as an animation tool. The motivation is to create an animation sequence from a play with figurines, trying to reproduce what the player was imagining. Space Time Doodle Transfer examples Below, I show transfered space-time doodles into animation sequences. It is important to note that all actions were learnt for the two first examples as well as for the garden example.

Animation Transfer for two characters: Part 1

# function passWord() { var testV = 1; var pass1 = prompt('Protected Page, Please Enter The Password',' '); while (testV passWord() In the animation transfer article, I presented a method to create a animation sequence from a 6D trajectory. This method is centered around one character at a time. Here, I propose a way to extend it in order to take into account multiple characters and their interactions.

Base Mesh Creation

This project is in fact a second attemp to implement a fast base mesh creation method from this paper. The main idea is to create a animable mesh from a skeleton whose joints are represented by spheres with variable radius defining the distance from the mesh vertices. This mesh generation algorithm is decomposed into 3 steps: First a simple init mesh is computed connecting each joint with successive quad extrusion and convex hull computation for T-junctions.

Bloom Effect

Bloom effect### Here is an example of Bloom post process effect



-- SkyEngine is yet another game engine I am working on together with co-workers and former collegues. The main goal of this engine is to implement recent research work, to make video game and animated movie content easier to create. I would like to thank Julien Daval, Guillaume Cordonnier, Valentin Touzeau, Pierre Casati and Remi Galan Alfonso for contributing to this framework. Basic Toon Shading | Animation Target Ctr| Bloom Effect

Recent Publications

Spatial Motion Doodles: Sketching Animation in VR Using Hand Gestures and Laban Motion Analysis

ACM Motion, Interaction and Games 2019 (MIG ‘19) Authors Maxime Garcia (Inria / LJK / Universite Grenoble Alpes) Remi Ronfard (Inria / LJK / Universite Grenoble Alpes) Marie-Paule Cani (Ecole Polythecnique / LIX) Abstract We present a method for easily drafting expressive character animation by playing with instrumented rigid objects. We parse the input 6D trajectories (position and orientation over time) – called spatial motion doodles – into sequences of actions and convert them into detailed character animations using a dataset of parameterized motion clips which are automatically fitted to the doodles in terms of global trajectory and timing.