François Faure, Lionel Reveret, Stéphane Redon,
This lecture covers the main classical animation techniques of 3D graphical scenes.
We consider the modeling and the animation of a virtual character. Starting from a basic articulated skeleton with joint angles, we progressively introduce sophisticated modeling and animation techniques. Physically based animation and real-time constraints for video games will also be presented.
We alternate lectures and lab sessions. Lab sessions are based on Maya and OpenGL/C++ programming.
Topics:
Bibliography
Marks are based on a written exam and presentation of articles. 15 minutes per talk + 5 minutes of questions. Here is a non-exaustive list of interesting papers on physically based animation:
Make sure to clearly present:
These images show examples of the topics discussed in the lecture.
Motion capture and re-use
Cloth modeling and animation
Hair modeling and animation

Large animated natural scenes
Physicall-based animation
Surgery simulation