CSE462/CIS562  

 

 

COMPUTER ANIMATION, Fall 2005

 

 

 

Home | Schedule | Homeworks | Lectures | Exams | Grades

 


 

 

 

General Course Information

Meeting
Times:

 

Monday, Wednesday 3:00-4:30 – Towne 305

 

 

 

Instructor:

 

Dr. Stephen H. Lane (shlane@cis.upenn.edu)
Office Hours: Monday, Wednesday 11:00-12:00, GRW272

 

 

 

TA:

 

Liming Zhao (liming@seas.upenn.edu)
Office Hours: Tuesday,
1:00-3:00

 

 

 

Websites:

 

Official page (this document):
http://www.seas.upenn.edu/~cse462/

http://www.seas.upenn.edu/~cis562/

Additional site for announcements, course documents, discussion and homework distribution (Blackboard):
http://courseweb.upenn.edu/

Please check
Blackboard frequently for updates!

 

 

 

Prerequisites:

 

CSE 120 and Math 240.  Some previous exposure to major concepts in linear algebra (i.e. vector matrix math), curves and surfaces, dynamical systems (e.g. 2nd order mass-spring-damper systems) and 3D computer graphics has also been assumed in the preparation of the course materials.

 

 

 

Texts:

 

REQUIRED:

·        Physics-Based Animation, Kenny Erleben, Jon Sporring, Knud Henriksen and Henrik Dohlman, Charles River Media, 2005.

·        AI for Game Developers, David Bourg and Glenn Seeman, O’Reilly, 2004.

RECOMMENDED:

·        3D Games: Real-time Rendering and Software Technology – Vol. 2, Alan Watt and Fabio Policarpo, Addison-Wesley, 2001.

·        Essential Mathematics for Games and Interactive Applications, James M. Van Verth and Lars M. Bishop , Morgan Kaufmann, 2004.

ADDITIONAL READING:

·        Introduction to AI Robotics, Robin R. Murphy, MIT Press Publishers, 2000.

·        Physics for Game Developers, David M. Bourg, O’Reilly, 2002.

 

 

 

Course
Objectives:

 

·        This course will cover core subject matter common to the fields of robotics, character animation and embodied intelligent agents. 

·        The intent of the course is to provide the student with a solid technical foundation for developing, animating and controlling articulated systems used in interactive computer games, virtual reality simulations and high-end animation applications.

·        The course balances theory with practice by “looking under the hood” of current games, animation systems and authoring tools and exams the technologies and techniques used from both a computer science and engineering perspective. 

·        Topics covered include: geometric coordinate systems and transformations; quaternions; parametric curves and surfaces; forward and inverse kinematics; dynamic systems and control; computer simulation; keyframe, motion capture and procedural animation; behavior-based animation and control; facial animation; smart characters and intelligent agents.

 

 

 

Course
Format:

 

The course will consist mainly of lectures, homework exercises and four programming assignments.   A mid-term and final exam also will be given.  Grading will be based as follows: approximately 30% on the homework/programming assignments, 35% on the midterm and 35% on the final exam.

 

 


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