We introduce the essential tools for the animation of different objects, ranging from simple point particles to articulated humanoids. Continuous physically-based animation is compared to discrete, mainly rule based, animation in order to obtain a wide picture of the present animation methods. Character animation techniques are studied ranging from one character to large crowds.
Hores setmanals
Teoria
2
Problemes
0
Laboratori
2
Aprenentatge dirigit
0
Aprenentatge autònom
2
Objectius
When completing this course, students will understand the concepts behind animation and simulation in computer graphics applications. More specifically they will be able to understand and program algorithms for:
Competències relacionades:
CB7,
CB9,
CTR4,
CEE1.1,
CEE1.2,
CG1,
Subcompetences:
Particle systems with collision detection and physical forces.
Crowd simulation methods.
Animation of rigid bodies, mass-spring models, and articulated chains.
Crowd simulation methods.
Particle systems with collision detection and physical forces.
Animation of rigid bodies, mass-spring models, and articulated chains.
-Navigation techniques to have multiple characters wandering virtual environments in real-time with different models that abstract away the geometry of the environment (roadmaps, cell and portal graphs, cellular automata)
Character animation (skin deformation, joints transformation to achieve animations, and real-time techniques for handling animation of multiple character).
Character animation (skin deformation, joints transformation to achieve animations, and real-time techniques for handling animation of multiple character).
-Navigation techniques to have multiple characters wandering virtual environments in real-time with different models that abstract away the geometry of the environment (roadmaps, cell and portal graphs, cellular automata)
Continguts
Sistemes de partícules i detecció de col·lisions
Particles are introduced as the simplest animation objects. General features like state vector, forces, energies, numerical solvers, etc., are defined together with interactions (collisions) with other scene objects. Simulation examples are explosions, fireworks, smoke, fountains and rain.
Sistemes masses-molles
Simulació de cordes, robes i altres objectes deformables.
Simulació de sòlids rígids i cadenes articulades
Animation of single rigid bodies (spheres, dice, etc.) and their interaction. Articulated rigid body chains. Interaction between solid and deformable objects.
Navegació.
Grafs de cel·les i portals, "path finding", "roadmaps".
Animació de caràcters.
Captura de moviments, "keyframing", grafs de moviment, i deformacions de la pell.
Simulació de multituds.
Forces socials, models de regles, autòmats cel·lulars, arbres de cerca pre-calculats.
Activitats
ActivitatActe avaluatiu
Classes
Material will be presented in lectures along the term.
Assistència a les Presentacions d'altres estudiants
Teoria
3.5h
Problemes
0h
Laboratori
0h
Aprenentatge dirigit
0h
Aprenentatge autònom
0h
Metodologia docent
For this course the teacher provides theoretical lectures and materials (articles) for the students to read. During the lectures the students will learn the most important concepts regarding animation and simulation, and will receive advice and guidelines for the preparation and implementation of their programming projects.
During the laboratory classes, the students will receive further lectures focused on the relevant topics towards completing their programming projects, and will have time to work in the class being helped by the professor when needed.
Mètode d'avaluació
The course assessment is based on three types of activities: