Computer Animation

Data is displayed for academic year: 2023./2024.

Laboratory exercises

Course Description

This course will survey fundamental and advance topics of three-dimensional object representation and rendering required in computer animation applications. It is aimed to deepen the understanding of position and orientation interpolation as well as representation of complex hierarchical kinematic and dynamic structures. Topics include recent techniques such as: parallax occlusion, bump mapping, real time collision detection and physically based computer graphics and animation techniques.

Study Programmes

University graduate
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Learning Outcomes

  1. explain, modify and apply object position and orientation
  2. apply mathematics, physics and computer programming to computer graphics applications and problem solutions.
  3. demonstrate methods for collision detection
  4. explain methods for rough surfaces rendering
  5. develop and create short 3D animations
  6. combine various elementary animation concepts in more complex animation

Forms of Teaching

Lectures

The lectures take place live in Croatian and were recorded and posted on the youtube list: https://www.youtube.com/playlist?list=PLNHq5F4gHyqgb9jSh-H_HAKmJaNldlkYN Course Web page: http://www.zemris.fer.hr/predmeti/ra/index.html

Partial e-learning

The course uses e-learning.

Independent assignments

Each student also makes an independent practical task in the form of a seminar.

Multimedia and the internet

Multimedia and network are used.

Laboratory

The lab is done in a faculty lab or through MSTeams.

Grading Method

Continuous Assessment Exam
Type Threshold Percent of Grade Threshold Percent of Grade
Laboratory Exercises 50 % 15 % 0 % 0 %
Class participation 0 % 5 % 0 % 0 %
Seminar/Project 50 % 15 % 0 % 0 %
Mid Term Exam: Written 0 % 30 % 0 %
Final Exam: Written 0 % 35 %
Exam: Written 50 % 50 %
Exam: Oral 50 %

Week by Week Schedule

  1. Splines
  2. Splines
  3. Data structures for rotations (such as quaternions)
  4. Data structures for rotations (such as quaternions)
  5. Motion capture
  6. Forward and inverse kinematics
  7. Forward and inverse kinematics
  8. Midterm exam
  9. Physics based motions, Physical particle systems; Mass-spring networks for cloth and hair
  10. Physical particle systems; Mass-spring networks for cloth and hair
  11. Bidirectional Scattering Distribution function (BSDF) theory and microfacets, Non-photorealistic rendering
  12. Collision detection and response
  13. Visualization of 2D/3D scalar fields (color mapping, isosurfaces)
  14. Direct volume data rendering (ray-casting, transfer functions, segmentation)
  15. Final exam

Literature

Tomas Akenine-Mo ̈ller, Eric Haines, Naty Hoffman (2018.), Real-Time Rendering, Fourth Edition, CRC Press
John F. Hughes, Andries Van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley (2019.), Computer Graphics,

For students

General

ID 222678
  Winter semester
5 ECTS
L1 English Level
L2 e-Learning
30 Lectures
3 Seminar
0 Exercises
10 Laboratory exercises
0 Project laboratory
0 Physical education excercises

Grading System

Excellent
Very Good
Good
50 Sufficient