Animation of Virtual Worlds

M2R - MOSIG

François Faure, Lionel Reveret, Stéphane Redon,


Summary

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


Organization

  1. Kinematics-based animation (Lionel Reveret)
  2. Physically-based deformable objects (François Faure)
  3. Rigid bodies and collision detection (Stéphane Redon)
  4. Presentation of articles

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:

Moreover, Lionel Revéret compiled a more general list of papers on Computer Animation.

Make sure to clearly present:

The grades will take into account the respect of the 15 minutes.


Illustrations

These images show examples of the topics discussed in the lecture.

Motion capture and re-use

video-based motion capture

Cloth modeling and animation

cloth sketching

clothPhysics

Hair modeling and animation

hair sketching

hair rendering

hair animation

Large animated natural scenes

prairie

Physicall-based animation

contact

rigid object stack

deformable grid

Surgery simulation

intestin