Credits
6
Types
Specialization complementary (Computer Graphics and Virtual Reality)
Requirements
This subject has not requirements
, but it has got previous capacities
Department
CS
Teachers
Person in charge
- Nuria Pelechano Gomez ( npelechano@cs.upc.edu )
Others
- Alejandro Beacco Porres ( alejandro.beacco@upc.edu )
- Antonio Susin Sanchez ( toni.susin@upc.edu )
- Imanol Muñoz Pandiella ( imanolm@cs.upc.edu )
- Oscar Argudo Medrano ( oargudo@cs.upc.edu )
Weekly hours
Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
2
Competences
Computer graphics and virtual reality
Generic
Information literacy
Basic
Objectives
-
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
-
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. -
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.). -
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. -
Navigation.
Cell and portal graphs, path finding, roadmaps. -
Character Animation.
Keyframing, skinning, motion capture and motion graphs. -
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
Theory
0h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
0h
Theory
0h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
0h
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
-
Virtual crowds: methods, simulation, and control
- Pelechano, N.; Allbeck, J.M.; Badler, N.I,
Morgan Claypool,
2008.
ISBN: 9781598296419
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991003540459706711&context=L&vid=34CSUC_UPC:VU1&lang=ca
Complementary
-
Game physics
- Eberly, D.H,
Morgan Kaufmann/Elsevier,
2010.
ISBN: 9780080964072
https://ebookcentral-proquest-com.recursos.biblioteca.upc.edu/lib/upcatalunya-ebooks/detail.action?pq-origsite=primo&docID=648814
Web links
- Current research in computer graphics animation techniques http://www.cs.ubc.ca/~van/sca/sca.html
- Current research in computer graphics real-time animation techniques http://www.motioningames.org/