CSE462/CIS562

 

 

COMPUTER ANIMATION, Fall 2005

 

 

 

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Course Schedule
 

Lecture 1: Introduction.  Background and motivation for course.  Course organization.  Animation demos.  Basic concepts and terminology.

Lecture 2: Coordinate Systems. Linear Algebra Review, Vector Spaces and Coordinate Transformations. 

Lecture 3: Coordinate Systems – Con’t.   Euler Angles and Quaternions.

Lecture 4: Methods of Interpolation.  Curve fitting vs smoothing.  Linear and cubic splines.  Bezier Curves.  Catmul-Rom splines.

Lecture 5: Methods of Interpolation - Con’t.  Bsplines. 2D Surfaces.

Lecture 6: Methods of Interpolation - Con’t. Spherical Interpolation (Quaternions).  Review of  HW#1 software development environment.

Lecture 7: Body Kinematics. Joint Hierarchy Representation.  Transformation Matrices.  Forward Kinematic Models.  Jacobian matrices.

Lecture 8: Body Kinematics - Con’t.  Kinematic chains.  Methods for constructing Jacobian matrices.  Analytical and numerical approaches to inverse kinematics.

Lecture 9: Body Animation.  Keyframe methods using forward and inverse kinematics.  Motion capture methods. Arc Length Parameterization.  Ease-In/Ease-Out functions.

Lecture 10: Body Animation - Con’t.  Walk and run cycles. Animation tool demonstrations (MotionBuilder and Maya).

Lecture 11: Body Animation - Con’t.  Motion Capture Session.

Lecture 12: Fall Break (Oct. 17)

Lecture 13:  Body Animation - Con’t.  Shape Animation. Soft skin, Morph targets and muscle-based approaches.

Lecture 14: Mid-term Exam (Oct. 24)

Lecture 15: Body Dynamics.  Degrees of freedom.  Equations of motion.  State space representation.  Rotational vs. translational dynamics.

Lecture 16: Body Dynamics – Con’t. Second Order (i.e. mass-spring-damper) dynamical systems.  Particle systems.

Lecture 17: Body Dynamics – Con’t. Dynamics of kinematic chains (Newton Euler method)

Lecture 18: Simulation.  Sense, Control, Act processing loop.  Numerical integration methods.  Dead  reckoning models.  Collision detection methods. Virtual reality and distributed interactive simulation. 

Lecture 19: Feedback Control.  Openloop vs. closed loop control.  Types of controllers.  Design requirements.  Feedback control law design.

Lecture 20: Feedback Control- Con’t.  Trajectory tracking.  Obstacle avoidance.  Computed velocity and computed torque methods.

Lecture 21:  Interactive Animation and AI Robotics. Overview of robotic control architectures (Deliberative, Reactive, Behavior-based). Deliberative control.  Path planning and navigation.

Lecture 22: Interactive Animation and AI Robotics – Con’t.  Reactive Control. Arbitration and coordination schemes.  Subsumption architecture.

Lecture 23: Interactive Animation and AI Robotics – Con’t.   Behavior-based Control.  Basic Concepts. Layering and blending behaviors, hierarchical behaviors and group behaviors.

Lecture 24: Behavioral Animation.  Individual behaviors (attract/repel, pursuit/evasion, obstacle avoidance, wander).

Lecture 25: Behavioral Animation - Con’t.  Group behaviors (separation, alignment, cohesion, flocking, leader following, queuing).

Lecture 26: Game AI.  Action representation.  Hierarchical finite state machines.  Fuzzy Logic and Neural networks.

Lecture 27:  Intelligent Agents.  Agent roles.  Agent design.  Voice recognition and speech synthesis.  Dialog and gesture generation.

 


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