Section outline

    • Additional info (internships)

      Research internships available in Game & Machine Learning at Focus.

      If you want more info, please contact: Stephane.KAUFMANN@focusent.com

    • 13:30-14:00 Test 2 

      The test starts at 13h30 in the computer lab class room PC35/PC36

      - Bring your material with you (laptop with battery, code, manuscript notes, etc.) -> you can use it during the test.

      - Please come in the lab class room 35/36 (and not in amphi Curie, there will be the connected fixed computer in case you have issues with your internet connection).

      - Offsite Eurotech (and excused students) can do the test remotely at the same time. In this case, you will need to be connected on the Zoom link with your webcam turned on (and showing you).

    • The program includes all simulation parts 

      (physically-based simulation, rigid spheres, cloth simulation, ODE, fluids)

    • Principle:

      It is a multiple-choice questions quiz. 

      - Questions may be related to class and lab class

      - Duration: 30min, about 3-4min per question 

         - One or two questions should be trivial to answer - don't waste too much time on them

         - Others may take more time: longer question, intermediate computation/drawings, etc. - prepare a sheet of paper + pen near your computer, it can help. You may also want to be ready to have a tool to do some quick numerical computation.

      - "Terribly wrong answers" to trivial questions will be penalized by negative points. Otherwise wrong answers to non trivial questions are not associated to negative points.

      - You have access to your computer and material - so to your slides, lab class code, etc.

      - Any type of communication between you is forbidden during the test


    • 14:00-17:45 Project

    • Projects topics

    • You are free to select your project topics as long as it relates to computer animation and deformation - check with us once you have your idea.

      Typical projects can be:

      - An extension of one of the lab class.

      - An implementation of a standard technique presented in class but not done in the lab class.

      - Mixing different lab-class approaches to generate a complex scene, or an interactive demo.

      - An implementation of a research article.

    • Examples of possible projects:

      Articles (with implementation that seems reasonably tractable in limited time):

      - [Vector Field Based Shape Deformations, SIGGRAPH 2006] - The use of vector fields for (volume-preserving) shape deformations.

      - [The Line of Action: an Intuitive Interface for Expressive Character Posing, SIGGRAPH Asia 2013] - The us of sketching for posing characters (a simple example of curve-drawer implementation is proposed here).

      - [FABRIK: A fast iterative solver for the Inverse Kinematics problem, Graphical Models 2011] - Implementing the inverse kinematics solver applied for instance to the skinned character in order to make it walk on various terrains.

       - [Velocity Skinning for Real-Time Stylized Skeletal Animation, EUROGRAPHICS 2021] - simple geometric method to add dynamic effects on skinned meshes.

      - [A simple model of Ocean Waves, SIGGRAPH 1986] - A simple standard model for procedural waves on oceans. (or model of breaking waves [Real-time Breaking Waves for Shallow Water Simulations, Pacific Graphics 2007])

      - [Animating Sand as a Fluid, SIGGRAPH 2005] - Implementing the PIC/FLIP approach that mixes grid and particles.

      - [Unified Particle Physics for Real-Time Applications, SIGGRAPH 2014] - Shape matching approach to deform arbitrary shapes using position-based-simulation. (Only if you haven't done already this project in INF574).

      - [Realistic Buoyancy Model for Real-Time Applications, EUROGRAPHICS 2020] - lightweight geometric method to simulate buoyant object on water.

      (non exhaustive listing)

    • Other "classical" projects subjects:

      - Implementing a rigid body simulator.

      - Interaction between fluid and rigid-body.

      - Cloth simulation with self-collision handling.

      - Adding efficient acceleration structure for collision handling

      - Boids simulation for crowd

    • Example of previous years projects: 

      - Simulation of "Marble Machine"

      - Animated dancing body with cloth simulation

      - Controllable walking character on terrain

      - Multi-phase SPH simulation

      - Cage based deformation

      - Cloth and spheres simulation (trampoline, piñata, etc.)

      - Simulation of pool game

      - FPS-like game.

      - Simulating "crêpes" heating on a pan (SPH for liquid, cloth simulation for solid).

      - Hair simulation

      - Balloon scene from the movie "up"