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Prerequisites:
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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.
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Texts:
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REQUIRED:
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Physics-Based Animation, Kenny Erleben, Jon Sporring, Knud Henriksen and Henrik Dohlman, Charles River Media, 2005.
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AI for Game Developers, David Bourg and Glenn Seeman,
O’Reilly, 2004.
RECOMMENDED:
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3D Games: Real-time Rendering and Software Technology – Vol.
2, Alan
Watt and Fabio Policarpo, Addison-Wesley, 2001.
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Essential Mathematics for Games and Interactive Applications, James M. Van Verth and Lars M. Bishop ,
Morgan Kaufmann, 2004.
ADDITIONAL READING:
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Introduction to AI Robotics, Robin R. Murphy, MIT Press Publishers, 2000.
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Physics for Game Developers, David M. Bourg, O’Reilly, 2002.
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Course
Objectives:
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This
course will cover core subject matter common to the fields of robotics,
character animation and embodied intelligent agents.
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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.
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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.
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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.
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Course
Format:
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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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