コンピュータアニメーション
担当教員
授業の到達目標及びテーマ
The objective of the lectures is to introduce basic animation techniques.
授業の概要と方法
In particular we will consider: inverse kinematics , motion capture, surface transformations.
授業計画
| 回 | テーマ | 内容 |
|---|---|---|
| 1 | Introduction to animation | What is animation? Animation principles. |
| 2 | Basic graphics, coordinates and transformation of space | Viewing Process, Window and viewport, World, normalized and device coordinates Input and output primitives and their attributes. Rendering. Vector and raster displays Basic graphics in an universal programming system Vector Algebra. Homogeneous Coordinates and Transformation of Space. |
| 3 | Basic numerical methods and algorithms | Differential Equations. Systems of linear algebraic equations. Mathematical optimization. |
| 4 | Key frame animation and inverse kinematics | Rigid-body, joint angles. Links and Joints.Transformations. Motion Interpolation. |
| 5 | Introduction to motion capture | Motion tracking by using a physical device to control animation. |
| 6 | Volume animation | Three methods for volume animation are described. |
| 7 | Mesh-based inverse kinematics | In analogy to traditional skeleton-based inverse kinematics for posing skeletons, the general problem called meshbased inverse kinematics is discussed. |
| 8 | Time-dependent shapes (I) | Collision detection for polygons, motion of rigid bodies under external forces and torques. |
| 9 | Time-dependent shapes (II) | Collision detection for time dependent parametric surfaces and for time dependent implicitly defined objects |
| 10 | Broad-Phase Collision Detection | Principles for Dynamic Algorithms. Spatial data structures. Hierarchical Structures and Particle Systems for Self-Collision. |
| 11 | Laplacian surface editing | Interactive free-form deformation in a region of interest based on the transformation of a handle. |
| 12 | Physics-based animation: quasi-rigid objects | Techniques for modeling contact between quasi-rigid objects |
| 13 | Physics-based animation: elements of computational fluid dynamics | A Particle-gridless Hybrid Method for Incompressible Flows. |
| 14 | Physics-based animation: point based animation | A method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic is discussed. |
| 15 | Project presentation | Project presentation |
授業外に行うべき学習活動
Read lectures
テキスト
Lecture notes
参考書
K. Erleben, et al, Physics-based animation
成績評価基準
According to mini-project
情報機器使用
PC