CPSC 426 Computer Animation

Jan - Apr 2014, MWF 3-4pm, DMP 301.

lectures MWF 3-4pm, DMP 301
web page http://www.ugrad.cs.ubc.ca/~cs426/
Instructor Michiel van de Panne, van@cs.ubc.ca
TAs Shuochen Su, Boris Dalstein
Prerequisites one of CPSC 314, EECE 478.
Learning Goals

This course is about the fundamental ideas and algorithms of computer animation, with applications in making games, films, simulations, etc. This is not an art class and we won't be learning to use any particular animation package. The focus will be on the principles, representations, algorithms, and overall tool-pipelines of animation.

After this course, students will be able to: Topics

history of animation, perception, keyframes, splines, free-form deformations, orientation representations, character skeletons, rigging and skinning, forward and inverse kinematics, motion capture, motion clips, motion blending, move trees / motion graphs, procedural animation, motion retargeting, facial animation, crowd animation, particle systems, rigid-body dynamics, fluid simulation, cloth simulation, physics-based character animation, statistical models of pose and motion, game production pipeline, visual effects production pipeline, game AI

Work
Assignments40%
Participation10%
Quizzes20%
Final30%
You are allocated three late days for the course to deal with unforeseen circumstances. What you hand in should be your own work, and any contributions of others should be acknowledged. See the web page for further details and policies.

Textbook (optional)

Computer Animation: Algorithms and Techniques (third edition)
by Rick Parent, published by Morgan Kaufmann. UBC Bookstore: $82.05 new, $61.55 used