CIS 462/562: Computer Animation
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 been assumed in the preparation of the course materials.
Computer Animation: Algorithms and Techniques, Third Edition, Rick Parent, Morgan Kaufman, 2012.
Mathematics for 3D Game Programming and Computer Graphics, 3rd Edition, Eric Lengyel, Cengage Learning PTR, 2011.
∑ 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 ďlooking under the hoodĒ of current games, animation systems and authoring tools and exams the technologies and techniques used from both a computer science and engineering perspective.†
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.
CIS 462/562 Ė COMPUTER ANIMATION
By Appointment, Levine 154
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 Ė Conít.†† 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 - Conít.† Bsplines.
Lecture 6: Methods of Interpolation - Conít.† Bsplines Ė Conít.† 2D Surfaces.
Lecture 7: Methods of Interpolation - Conít. Spherical Interpolation (Quaternions).† Review of† HW#1 software development environment.
Lecture 8: Body Kinematics. Joint Hierarchy Representation.† Transformation Matrices.† Forward Kinematic Models.† Jacobian matrices.
Lecture 9: Body Kinematics - Conít.† Kinematic chains.† Methods for constructing Jacobian matrices.† Analytical and numerical approaches to inverse kinematics.
Lecture 10: Body Animation.† Keyframe methods.† Motion capture methods. Motion Editing.† Sequencing and Blending. Arc Length Parameterization.†
Lecture 11: Body Animation - Conít.† Locomotion. Gait. Walk and run cycles. Animation tool demonstrations (MotionBuilder).
Lecture 12: Body Animation - Conít.† Motion Capture Session.
Lecture 13: Mid-term Exam ( )
Lecture 14:† Shape Animation.† Soft skin, Facial animation, morph targets and muscle-based approaches.
Lecture 15: Body Dynamics.† Degrees of freedom.† Equations of motion.† State space representation.† Rotational vs. translational dynamics.
Lecture 16: Body Dynamics Ė Conít. Second Order (i.e. mass-spring-damper) dynamical systems.† Particle systems.
Lecture 17: Body Dynamics Ė Conít. 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 - Conít.† Trajectory tracking.† Obstacle avoidance.† Computed velocity and computed torque methods.
Lecture 21: Behavioral Animation.† Basic Concepts. Layering and blending behaviors, hierarchical behaviors and group behaviors. Arbitration and coordination schemes.†
Lecture 22: Optimization-based Animation.† Space Time Constraints.
Lecture 23: Optimization-based Animation.† Space time Constraint solution methods.
Lecture 24:† Advanced Topics in Character Animation.† Dynamic Balance. Full-Body dynamic controllers.