This class will focus cover the fundamental approaches for deforming and animating 3D models, such as surfaces and volumes.
Standard kinematics and physically based approaches used in Computer Graphics, and commonly met, for instance, in Animation Cinema, Visual Effects, Virtual Reality, or Computer Games will be presented. Highlight will be made on methods allowing user control, robustness, and computational efficiency.
This class will cover both theoretical fundamentals (geometrical representation of deformation, numerical solution of ODE/PDE) as well as practical computational and algorithmic approaches.
A more in-depth coverage of applications for character animation will be provided to illustrate automatic intelligent virtual behavior, kinematic and physics-based approaches.
All TD will consist of practical programming exercises. The last programming sessions may be dedicated to a larger animation project fully programed by the students.
Programming language: C++.
A. Representation and analysis of geometrical deformation
A.1 Rigid transformation, rotations/quaternions
A.2 Non rigid surface deformation: gradient deformation, level sets.
B. Kinematic animation
B.1 Key framing, temporal curves
B.2 Procedural animation
C. Physically based animation
C.1 Models: point based, rigid bodies, continuum mechanics
D. Collision handling
D.1 Detection and response to collision
D.2 spatial acceleration structure
E. Numerical resolution of ODE/PDE for computer graphics
E.1 explicit/implicit scheme
E.2 Finite element method
F.1 Character animation I - Skeletal animation: forward/inverse kinematics, animation graphs
F.2 Character animation II - Skin deformation: skinning and rigging, FFD and cage based deformation, facial deformation, blend shapes
F.3 Character animation III - Cloth animation and simulation
F.4 Fluid animation - Grid-based-simulation, Smooth Particle Hydrodynamics
- Teaching coordinator: Damien Rohmer