Credits
6
Types
Elective
Requirements
This subject has not requirements
, but it has got previous capacities
Department
CS
Weekly hours
Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
2
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- 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)
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 presentation 10%
- Research report: 10%
Bibliography
Basic
-
Virtual Crowds: Methods, Simulation, and Control
- Pelechano Nuria; Allbeck, Jan; Badler, Norman,
Morgan & Claypool Publishers,
2008.
ISBN: 9871598296419
http://www.morganclaypool.com/doi/abs/10.2200/S00123ED1V01Y200808CGR008
Complementary
-
Game Physics
- Eberly, David H.,
Elsevier,
2004.
ISBN: 1558607404
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/