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IntroductionPrerequisiteLearning OutcomeCourse StaffCourse Schedule |
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From the covert digital water in Titanic to the mixed real and virtual actors in Avatar, from the arm-controllable Wii games to the completely full-body-play Xbox Kinect games, computer animation technologies have advanced significantly during the past decades, both in the movie and the game industries. This module reveals all the exciting behind-the-scenes techniques that made these movies and games possible, including but not limited to motion capture, fluid animation, facial animation, and full-body character animation. This is a project-based course that aims to provide strong foundation on advanced computer animation methods and prepare students for research in animation.
Senior undergraduate students and graduate students are both welcome. Sample topics that will be covered include particle and rigid body systems; fluid animation; hair and facial animation; full-body human-like character animation. Techniques that will be discussed include keyframe animation; motion capture; kinematic motion synthesis and editing; dynamic motion simulation and control. Prerequisite courses are undergraduate level Calculus and Physics, Linear Algebra, and Computer Graphics. You need to be comfortable with Math if you want to excel in this course.
The students will
The movie and game industry has strong presence in Singapore, in addition to many local studios:
Lucasfilm
Electronic Arts
Double Negative
Ubisoft
Egg Story
Publication venues for animation research:
Siggraph
Eurographics
SCA
Motion in Games
CHI
Pacific Graphics I3D
Some cool confereces you wanna check out:
GDC GTC
Principal Instructor: KangKang Yin
Alternative Instructor: Ashraf Golam
Guest Instructor: Terence Sim
Teaching Assistants: Thang Truong Duc: ducthang at nus ...
Recommended Textbook: "Computer Animation: Algorithms and Techniques (second edition)", Rick Parent. The Morgan Kaufmann Series in Computer Graphics.
| Date | Topics | Resources and Recommended Reading |
| 11 Jan | Introduction to computer animation: |
Siggraph on YouTube Industry: Disney Pixar DreamWorks Imageworks Lucasfilm Principles of traditional animation applied to 3D computer animation; |
| 18 Jan | Kinematic animaton I: |
Animating rotation with quaternion curves |
| 25 Jan | Kinematic animaton II: |
Introduction to inverse kinematics |
| 1 Feb | Physics-based animation I: |
Differential Equation Basics |
| 8 Feb | Physics-based animation II: |
Rigid Body Simulation |
| 15 Feb | Motion capture, skeletal animation, skinning, project discussion |
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| 22 Feb | break; |
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| 1 Mar | Character animation: |
Animating human athletics |
| 8 Mar | Physics-based animation III: |
Collision Detection and Proximity Queries |
| 15 Mar | Fluid animation: |
Realistic Animation of Liquids |
| 22 Mar | Guest Lecture by Dr. Ashraf Golam: deformation methods(7-8pm) |
Free-form deformation |
| 29 Mar | break; |
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| 5 Apr | Animation interfaces, alternative motion capture techniques |
Motion capturing cartoons |
| 12 Apr | Final project presentation and demonstration I |
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| 19 Apr | Final project presentation and demonstration II |