“Dynamic, penetration-free feathers in Rango” by Bowline and Kačić-Alesić

  • ©Stephen D. Bowline and Zoran Kačić-Alesić




    Dynamic, penetration-free feathers in Rango



    A typical workflow for a CGI character with feathers involves the manual placement of primary feathers with a guide curve to represent the shaft. Adherence to character design and visual development is extremely important, and the process of instancing and guiding feather geometry along these curves, without interpenetrations, is very challenging. Rango required many hero-level avian characters to attain fine detail in their rest pose and to maintain that look throughout animation, breathing shapes, and the application of wind, momentum, and inertia.


    1. Weber, A. J., and Gornowicz, G. 2009. Collision-free construction of animated feathers using implicit constraint surfaces. ACM Transaction on Graphics 28, 2 (April).

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