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Computer Animation

Credits
6
Types
Specialization complementary (Computer Graphics and Virtual Reality)
Requirements
This subject has not requirements , but it has got previous capacities
Department
CS
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.

Teachers

Person in charge

Others

Weekly hours

Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
2

Competences

Computer graphics and virtual reality

  • CEE1.1 - Capability to understand and know how to apply current and future technologies for the design and evaluation of interactive graphic applications in three dimensions, either when priorizing image quality or when priorizing interactivity and speed, and to understand the associated commitments and the reasons that cause them.
  • CEE1.2 - Capability to understand and know how to apply current and future technologies for the evaluation, implementation and operation of virtual and / or increased reality environments, and 3D user interfaces based on devices for natural interaction.
  • Generic

  • CG1 - Capability to apply the scientific method to study and analyse of phenomena and systems in any area of Computer Science, and in the conception, design and implementation of innovative and original solutions.
  • Information literacy

  • CTR4 - Capability to manage the acquisition, structuring, analysis and visualization of data and information in the area of informatics engineering, and critically assess the results of this effort.
  • Basic

  • CB7 - Ability to integrate knowledges and handle the complexity of making judgments based on information which, being incomplete or limited, includes considerations on social and ethical responsibilities linked to the application of their knowledge and judgments.
  • CB9 - Possession of the learning skills that enable the students to continue studying in a way that will be mainly self-directed or autonomous.
  • Objectives

    1. 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:
      Related competences: CB7, CB9, CTR4, CEE1.1, CEE1.2, CG1,
      Subcompetences
      • Crowd simulation methods.
      • 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).
      • Animation of rigid bodies, mass-spring models, and articulated chains.
      • Particle systems with collision detection and physical forces.

    Contents

    1. Particle systems and collision handling
      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.
    2. Mass-spring models
      The mass-spring model allow us to animate more complex objects built from interrelated particles. Definition of the internal deformation forces. Examples are combined in their 1-dim (rubber-band, rope, etc.), 2-dim (cloth, flags, curtains, etc.) and 3-dim (soft bricks, jelly, etc.).
    3. Rigid bodies and articulated chains.
      Animation of single rigid bodies (spheres, dice, etc.) and their interaction. Articulated rigid body chains. Interaction between solid and deformable objects.
    4. Navigation.
      Cell and portal graphs, path finding, roadmaps.
    5. Character Animation.
      Keyframing, skinning, motion capture and motion graphs.
    6. Crowd simulation.
      social forces, rule based models, cellular automatas, precomputed search trees.

    Activities

    Activity Evaluation act


    Lectures

    Material will be presented in lectures along the term.
    • Problems: Implementation of algorithms seen in the theory class to understand in depth the concepts behind animation in computer graphics applications

    Theory
    26h
    Problems
    0h
    Laboratory
    24h
    Guided learning
    0h
    Autonomous learning
    20h

    Programming Assignment 1


    Objectives: 1
    Week: 8
    Theory
    0h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    Programming Assignment 2


    Objectives: 1
    Week: 15
    Theory
    0h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    Student Presentation

    Student Presentation
    Objectives: 1
    Week: 14
    Theory
    0h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    Research publication report



    Week: 17
    Theory
    0h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    Attendance at other Student Presentations



    Theory
    3.5h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    Teaching methodology

    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.

    Evaluation methodology

    The course assessment is based on three types of activities:

    - Projects: 80%
    - Student Research report or exam 20%

    Bibliography

    Basic

    Complementary

    Web links

    Previous capacities

    The course assumes advanced C++ programming skills, computer graphics, and Artificial Intelligence.