|Lecturer:||Prof. Dr. Mario Botsch|
|Assistants:||Jan Philip Göpfert|
|Lecture:||Tue, 10-12, Room U2-147|
|Exercise:||Thu, 10-12, Room U2-147|
Computer Animation is a very attractive topic in Computer Graphics, where boring static objects are "brought to life". In this lecture we will discuss two stages of animation: character animation and physics-based simulation.
- In character animation we control a virtual character through an embedded skeleton. The skeleton itself will be posed or articulated either through an inverse-kinematics-based user interface or through motion capturing a human actor's performance.
- Secondary animation effects, such as induced cloth and hair movements of the character, are computed by physics-based simulations of materials and forces. We will discuss how to simulate of a broad range of effects, starting from simple particle systems, over rigid and deformable bodies, up to fluids.
In the exercises students will implement most of the techniques we discuss in this course. To allow for larger and more interesting programming assignments, the exercises are structured into three mini-projects. Our tutors have consulting hours each week, where students can get help if they have trouble with the implementation. At the end of each mini-project, students will present their results in the exercise course.
- Basic knowledge in linear algebra and analysis is required.
- The lecture "Computer Graphics" is recommended.
- The lecture "Scientific Computing" is recommended, but not neccessary.
- The programming exercises will be done in C++.
Tentative Schedule & Slides
|Week||Lecture (Tuesday)||Exercise (Thursday)|
|15||Intro, Mass Spring Systems|
|16||Time Integration||Mass Spring Systems|
|17||Rigid Body Simulation|
|19||no lecture||Rigid Body Simulation|
|20||Partial Differential Equations|
|22||Particle Fluids||Fluid Simulation|
|24||Motion Tracking & Inverse Kinematics||Skeletal Animation|
|27||Avatar Creation||Facial Animation|