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TA: to be determined
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Email: XXX Office Hours: XXX |
Detailed
Course Syllabus is coming soon
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Course Description |
Solid technical foundation for developing, animating
and controlling articulated systems used in interactive computer games, virtual
reality simulations and high-end animation applications. This course will introduce some basic techniques in
computer animation such as keyframe animation and inverse kinematics, as well
as more advanced topics including physics-based motion simulation, character
motion synthesis, automatically generation of controllers, and facial
animation. This course will also discuss state-of-the-art motion capture
techniques and the related research areas. The course balances theory with practice by looking under the
hood of current games, animation systems and authoring tools and exams the
technologies and techniques used from both a computer science and engineering
perspective.
Topics include
Principals
of Animation and Keyframing
Motion
capture
Procedural
animation
Particle dynamics
Rigid body
dynamics
Articulated body
dynamics
Facial
animation
Computer
simulation
Smart
characters and intelligent agents
Crowd
animation
Forward
and inverse kinematics
Motion
Editing
Dynamic
systems and control
Geometric
coordinate systems and transformations
Quaternions
Parametric
curves and surfaces
And
others
Prerequisites
CIS 120
Familiarity
with linear algebra
CIS
270 preferred but not required
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Grading (preliminary) The course
will consist mainly of lectures, homework exercises and programming
assignments. One programming assignment will be a project of your
choice. A mid-term and final exam also will be given. Grading will be
based as follows: approximately 50% on the homework/programming assignments,
20% on the midterm and 30% on the final exam. |
Textbook
No required textbook. Lectures and reading material will be distributed in
class and available from class website.
Examples
of Projects from Previous Classes (designed by Liming Zhao)
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