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.
Objetivos
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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:
Competencias relacionadas:
CB7,
CB9,
CTR4,
CEE1.1,
CG1,
CEE1.2,
Subcompetences:
- Sistemas de partículas con detección de colisiones y fuerzas físicas
- Sistemas multi-agentes
- Animación de cuerpos rigidos, modelos de muelles, y cadenas articuladas
- Sistemas multi-agentes
- Sistemas de partículas con detección de colisiones y fuerzas físicas
- Animación de cuerpos rigidos, modelos de muelles, y cadenas articuladas
- Navegación
- Animación de caracteres ( deformación de la piel, animación de esqueletos, y tecnicas en tiempo real para simulación de sistemas multi-agentes)
- Animación de caracteres ( deformación de la piel, animación de esqueletos, y tecnicas en tiempo real para simulación de sistemas multi-agentes)
- Navegación
Contenidos
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Sistemas de partículas y colisiones
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.
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Sistemas masas-muelles
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.).
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Cuerpos rígidos y cadenas articuladas
Animation of single rigid bodies (spheres, dice, etc.) and their interaction. Articulated rigid body chains. Interaction between solid and deformable objects.
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Navegación
Cell and portal graphs, path finding, roadmaps.
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Animación de caracteres
Keyframing, skinning, motion capture and motion graphs.
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Simulación de multitudes
social forces, rule based models, cellular automatas, precomputed search trees.
Actividades
Actividad
Acto evaluativo
Clases
Material will be presented in lectures along the term.
Entrega práctica 1
Objetivos:
1
Semana:
8
Entrega práctica 2
Objetivos:
1
Semana:
15
Presentaciones de estudiantes
Student Presentation
Objetivos:
1
Semana:
14
Aprendizaje dirigido
0.5h
Revisión de un artículo de investigación
Semana:
17
Asistencia a las presentaciones de otros estudiantes
Metodología docente
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.
Método de evaluación
The course assessment is based on three types of activities:
- Projects: 80%
- Student presentation 10%
- Research report: 10%
Bibliografía
Básica:
Complementaria:
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Game Physics -
Eberly, David H., Elsevier ,
2004.
ISBN: 1558607404
Capacidades previas
The course assumes advanced C++ programming skills, computer graphics, and Artificial Intelligence.