This 3D Computer Animation course teaches the methods of animation and deformation of 3D shapes used in video games, special effects, and animated films, or more generally in animated and interactive virtual worlds.
Content
The course details geometric animation approaches as well as simulation methods for modeling physical phenomena. The course prepares students for a specialization in computer graphics, it prepares students to pursue technical development in R&D companies as well as research.
The applications illustrated in the tutorials are mainly related to the field of entertainment (animated films, video games, virtual and/or augmented reality), or real-time simulation for modeling physical phenomena, but the underlying mechanisms can be applied in other disciplines (medical, biology, etc.).
Examples of cases treated in the course and practical exercises: Implementing animation and interactive deformation of an articulated character, Modeling the deformation of a garment and managing collisions in real time, Simulating the surface of a moving fluid, Managing crowds of characters moving coherently, etc.
Organization
The course is largely practice-oriented with half lectures and half TD/TP. The TD/TP are done in the form of programming exercises in the machine room in C++ language, with OpenGL.
Syllabus:
- Geometric Animation
- Kinematics: Procedural, keyframing
- Facial animation
- Articulated characters, Skinning
- Production Pipe-Line (cinéma, VFX)
- Physically-Based Simulation
- Simulation models (particles, rigid, continum)
- Elastic deformation, Cloth
- Fluids (grids and particles)
- Profesor: Cani Marie-Paule
- Profesor: Cheynel Théo
- Profesor: Desbrun Mathieu
- Profesor: Gong Xianjin
- Profesor: Stevenson Rodrigo