Créditos
6
Tipos
Complementaria de especialidad (Gráficos y Realidad Virtual)
Requisitos
Esta asignatura no tiene requisitos
, pero tiene capacidades previas
Departamento
CS
Profesorado
Responsable
- Nuria Pelechano Gomez ( npelechano@cs.upc.edu )
Otros
- 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 )
Horas semanales
Teoría
2
Problemas
0
Laboratorio
2
Aprendizaje dirigido
0
Aprendizaje autónomo
2
Competencias
Computer graphics and virtual reality
Genéricas
Uso solvente de los recursos de información
Básicas
Objetivos
-
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, CEE1.2, CG1,
Subcompetences- Sistemas multi-agentes
- 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)
- Animación de caracteres ( deformación de la piel, animación de esqueletos, y tecnicas en tiempo real para simulación de sistemas multi-agentes)
- Animación de cuerpos rigidos, modelos de muelles, y cadenas articuladas
- Sistemas de partículas con detección de colisiones y fuerzas físicas
Contenidos
-
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. -
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.). -
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. -
Navegación
Cell and portal graphs, path finding, roadmaps. -
Animación de caracteres
Keyframing, skinning, motion capture and motion graphs. -
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.
Teoría
26h
Problemas
0h
Laboratorio
24h
Aprendizaje dirigido
0h
Aprendizaje autónomo
20h
Teoría
0h
Problemas
0h
Laboratorio
0h
Aprendizaje dirigido
0h
Aprendizaje autónomo
0h
Teoría
0h
Problemas
0h
Laboratorio
0h
Aprendizaje dirigido
0h
Aprendizaje autónomo
0h
Teoría
0h
Problemas
0h
Laboratorio
0h
Aprendizaje dirigido
0h
Aprendizaje autónomo
0h
Revisión de un artículo de investigación
Semana: 17
Teoría
0h
Problemas
0h
Laboratorio
0h
Aprendizaje dirigido
0h
Aprendizaje autónomo
0h
Asistencia a las presentaciones de otros estudiantes
Teoría
3.5h
Problemas
0h
Laboratorio
0h
Aprendizaje dirigido
0h
Aprendizaje autónomo
0h
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 Research report or exam 20%
Bibliografía
Básico
-
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
Complementario
-
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/