Last modified: 10:17 Mar 18, 1999
This page describes the lectures for the first half of the class. The classes after Spring Break are documented here.
Hopefully, there will be some guest lectures. I will also adjust the content of the course based on how things proceed.
The list of required readings for each class must be read before the class.
Where homework is listed, these are suggested assignments to help you better appreciate the material we are discussing. Unless otherwise announced, homeworks are not required (as apposed to assignments which are).
The lectures with numbers are the ones that are "planned." The unnumbered ones are still in the planning stages and are more likely to be changed.
The main thing for this lecture will be to go over the course policies and procedures, and to provide a bit of coming attractions.
Required Readings: |
Course handouts (will be provided in class). All course handouts will be available on the web. |
In-Class Viewing: |
|
For this lecture, we'll take a survey of what computer animation is about. Then we'll look at the art of animation to get ideas of what we'll want to achieve.
Required Readings: |
|
In-Class Viewing: |
|
Optional Readings: |
|
Homework: |
|
Last time, we looked at animation to see what we are trying to create. Now we'll start to look at the tools to actually make animation. Since there's little to read about the basic concepts, we'll look at a specific system (Maya).
We'll also begin talking about animation mathematically. The main thing will be to review some graphics terminology to get an idea of what it means to have objects that we will animate.
Required Readings: |
|
In-Class Viewing: |
|
Optional Readings: |
|
Keyframing is the general way to "do animation by hand" with computers. We'll take a look at what it's about, and think a little about its mathematical implications.
Required Readings: |
|
In-Class Viewing: |
|
Optional Readings: |
|
Homework: |
|
For this lecture, we shift gears a bit and think about the art behind computer graphics. 3D computer animation has as much to learn from traditional filmmaking as traditional 2D animation, since we face all the same issues: how to convey what happens in a world through a sequence of images.
Unfortunately, filmmaking could be a whole life's study unto itself. As a computer scientist, I am not quite sure how to convey the general gist of the issues in filmmaking. But, it'll be fun to try.
The main topic I plan to discuss is cinematography (that is, choosing where to put the camera and how to move it). But related issues like composition, editing, lighting, ...
An alternate reason for introducing these topics is that there are interesting possibilities for building some of the filmmaking knowledge into animation tools. Some first stabs at this are included as optional readings.
Required Readings: |
You are required to read some basic film book (at least the parts on shot composition, cinematography and editing). Some suggestions:
|
In-Class Viewing: |
|
Optional Readings: |
|
Homework: |
|
For the 2nd Film lecture, we'll continue where we left off on the first, and discuss lighting.
We'll also spend some time on organizational issues and getting ready for next week's math.
Last time we saw how to specify how parameters change. This time, we'll consider what parameters to have to change. Specifically, we'll consider rotations since they're what's tricky.
Required Readings: |
For this lecture, the assignment is to understand why representing rotations is hard, and to get a grasp on the methods used in Computer Animation. Again, this may seem like a lot of reading, but its the same material over and over.
|
In-Class Viewing: |
|
Optional Readings: |
|
Homework: |
|
There's enough to say about both topics that we need a second day to talk about Rotations. It'll also be a chance to get started with articulated figures and kinematics.
Hierarchies are an important tool for modeling objects in graphics, especially objects that we will animate. Kinematics is the study of the motion of objects, but in graphics usually means the study of articulated (or hierarchical) objects. For this lecture, we'll try to examine why hierarchies are important but hard. We'll also take a glimpse at Inverse Kinematics, but defer closer examination of this until later when we develop the mathematical techniques.
You should have the basic ideas of kinematics and articulated figures from your intro graphics classes.
Required Readings: |
Note: the details of doing inverse kinematics will be covered again later. For now, you should give the last paper a "quick read" to gain some understanding of what they're doing, and we'll come back to the details later when we discuss optimization more. |
In-Class Viewing: |
|
Optional Readings: |
|
Simulation usually means physics. However, from my point of view, simulation and optimization turn out to be the same thing. We'll start with the basics of simulation and I'll try to present it in a way that will make you see how the methods of physical simulation are related to the optimization methods.
Required Readings: |
|
In-Class Viewing: |
|
Optional Readings: |
|
The basics of simulation are presented using the simplest possible objects (particles) and the simplest possible methods (penalties). Before moving on to more complicated things, we'll look at what we can do with these simple ones.
Required Readings: |
This is probably too many papers for one lecture, but for these, the gist of the papers are important, not necessarily the details. |
In-Class Viewing: |
|
Optional Readings: |
|
This lecture was actually spent talking about video compression and other little details.
Required Readings: |
|
In-Class Viewing: |
|
Optional Readings: |
|
Jeff's notes on motion capture file formats are available here.