INF585 - Computer Animation
This 3D Computer Animation course teaches the computational methods for real-time animation and deformation of 3D shapes used in video games, special effects, and animated films, or more generally in animated and interactive virtual worlds. The course details geometric-based animation approaches such as procedural animation, manual 3D deformers, and character animation, as well as physically-based simulation for particle systems, cloth and fluid simulation.
Learning outcomeThe lectures bring knowledge of the industry-standard methods for real-time and interactive animation methods used in VFX, animation cinema, and video games, as well as toward research oriented approaches. In addition, students following the class should acquire fundamentals of physically-based simulation, and in particular advanced knowledge on particle-based methods.
The class has a strong focus toward programming application. Enrolled students will therefore not only be able to understand these approach, but also to fully implement them in C++/OpenGL in an interactive context.
The applications illustrated throughout the class will be mostly related to the field of entertainment (animated films, video games, virtual and/or augmented reality), or real-time simulation for modeling physical phenomena. The underlying mechanisms can further be applied in other scientific disciplines (medical sciences, biology, etc.).
Examples of cases treated in the lectures 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.
OrganizationThe course is largely practice-oriented with half lectures and half practical sessions. The practice is done in the form of programming exercises in the computer machine room in C++ language, with OpenGL. A short project involving an animated virtual scene is carried out in the last sessions.
PrerequisitsC++ programming, and basics of Computer Graphics. Knowledge of OpenGL is a plus, but not required.
- Geometric Animation
- Kinematics: Procedural, Keyframing
- Geometric deformations
- Articulated characters, Skinning
- Production Pipeline (cinema, VFX)
- Physically-based Simulation
- Simulation models (particles, rigid, continum)
- Elastic deformation, Clothes
- Fluids (grids and particles)
Open source courseThe content of this course is fully available in open-source:
- - Slides source:
- - Lab explanation source:
- - Lab code source:
The practical session are done in C++ and OpenGL using a dedicated library to facilitate the scene display.
The first step is to make sure that you can compile and execute some code using the first tutorial. Then all the exercises will follow the same principle.
2. Procedural Particles Trajectories
3. Procedural Noise
4. Interpolation Position
5. Facial Animation
6. Affine Transformation
7. Rotation and Quaternion
8. Volume Deformation (I)
9. Volume Deformation (II)
Vector field deformation with a focus on divergence free constraint.
Lab: Free Form Deformation
10. Surface Deformation
Lab: Laplacian editing, ARAP
11. Animation Pipeline
A final focus on expressive animation principles.
13. Skeletal Animation
Motion synthesis and design: Motion Graphs, Controlers, Learning-based approaches, User control.
15. Simulation Models
16. Rigid Spheres
17. Cloth Simulation
18. Numerical solution to ODE
Cloth simulation using mass springs, collision handling and extensions.