File Name: computer animation algorithms and techniques .zip
Doug James. Description: Core mathematics and methods for computer animation and motion simulation. Traditional animation techniques. Physics-based simulation methods for modeling shape and motion: particle systems, constraints, rigid bodies, deformable models, collisions and contact, fluids, and fracture. Animating natural phenomena. Methods for animating virtual characters and crowds. Additional topics selected from data-driven animation methods, realism and perception, animation systems, motion control, real-time and interactive methods, and multi-sensory feedback.
Online Zoom. Office Hours Prof. Wed 4: 0 PM Zoom , or by appointment. Kimberly Te CS Masters student, kimte stanford. Prerequisite: linear algebra or permission of instructor. None; lecture notes and research papers assigned as readings will be posted here.
Google Calendar Link. Students are expected to attend lectures, participate in class discussions and working sessions, and read the supplemental materials. There will be programming assignments, and a final project based on a student-selected topic.
Late Policy. Due WeJan Homework 1: Hello Houdini. Assignment Link Video Highlights. Introduction to Houdini. TuJan19 -- TuJan Pro cedural Modeling. Due WeJan2 7. Homework 2: Procedural Modeling.
ThJan28 TuFeb Particle Systems. Due WeFeb Homework 3: Dynamics. Assignment Link. Houdini Dynamics. TuFeb09 ThFeb Constrained Dynamics. Example: Bead on a wire Differentiating constraints w. Kaldor , Doug L. Ascher and L.
Hairer and G. See Chapter VII. Homework 4: Character FX. Assi gnment Link Submit your video artifact for weeklies. Position-Based Dynamics. Bender, Matthias. Course Notes Slides M. Heidelberger, M. Hennix, J. Unified particle physics for real-time applications. ACM Trans. Projective dynamics: fusing constraint projections for fast simulation. Final Project Discussion. Slides PDF. Rigid-Body Motion. Euler's equations for dynamics of a single rigid body in body coords wiki Houdi ni example of body-coordinate integration eulerRBMotion.
Final Project Proposal Presentations. Rivers, Doug L. Solid simulation with oriented particles. Rigid-body Contact : Impulse- and Contraint-based Methods:. Kaufman, Shinjiro Sueda, Doug L. James, Dinesh K. Particle-based Fluids. Position Based Fluids. Gui-Rong, and M. Smoothed particle hydrodynamics: a meshfree particle method.
World Scientific, Solenthaler, R. Akinci, M. Ihmsen, G. Akinci, B. Solenthaler, M. Fluid Animation. Jiang, C. Schroeder, A. Selle, J. Teran, A. Zhu and R. Regularized Kelvinlets: Sculpting brushes based on fundamental solutions of elasticity. Fernando De Goes and Doug L. Dynamic Kelvinlets: Secondary motions based on fundamental solutions of elastodynamics. Fernando de Goes and Doug L. Sharp Kelvinlets: Elastic deformations with cusps and localized falloffs.
Animation Sound. Material: K. Kees van den Doel, Paul G. Kry, Dinesh K. Pai, Kees van den Doel, Doug L. James, Jochen Lang, John E. Lloyd, Joshua L. Richmond, Som H. O'Brien, Perry R. Perry R. James F. Synthesizing sounds from rigid-body simulations. ACM Press, July Changxi Zheng and Doug L. Jeffrey N. Steven S. Timothy R. HW2: Procedural Modeling. HW3: Collision Processing. HW4: Character FX.
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats e. Students studying computer animation in courses with an emphasis on understanding algorithms and programming. Technical directors, animators, artists, and game developers looking to understand the foundations of animation to improve studio work.
Doug James. Description: Core mathematics and methods for computer animation and motion simulation. Traditional animation techniques.
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Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture , lighting , and shading information describing the virtual scene.
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This course is intended to provide a graduate-level introduction to modern computer graphics. The course is intended to bring incoming graduate students or advanced undergraduates up to the research frontier, and prepare them for further work in the field. As such, at least half the material in the course will go over topics of current research interest, such as subdivision, the physical simulation of solids and fluids, and precomputation-based methods for real-time rendering.
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