CS 395T - Computer Animation


Instructor: Okan Arikan
  • Class: TTh 2:00-3:30pm in RLM 7.112
  • E-mail: okan 'at' cs.utexas.edu
  • Office: ACES 2.110
  • Office hours: Tu/Th 4:00pm-5:00pm

!!! Important !!!

This is a preliminary web site. It will evolve throughout the semester. Please make sure you check it frequently.
  • The paper list is updated on 12/13/2006

Course description: 

Computer animation is ubiquitous in computer games, movies and training simulations. A very important goal of generating an animation on a computer is making it believable. Even though we may not realize it, people are very picky observers of animation. For example, we can all tell when we see someone in a Godzilla suit on TV.  What's interesting is that we may find a talking red car (in the new Pixar movie) more believable than the guy in a suit.  In this course we will investigate how we can generate (or modify) believable animation through variety of methods (physically based simulation of reality, statistical synthesis, mathematical tricks etc.).

The goal of this class is to develop an understanding of the state of the art in computer animation research. Throughout the semester, we will read papers and analyze the ideas and the machinery that they use. Hopefully, you will be able to take some of these ideas and machinery and apply them in your own research.
 
Left:-Doom1 Right-Doom3. Is better graphics the only difference ?
Doom 1 Doom 3

Class format:

The class will be taught in a seminar-style format. Some classes (especially at the beginning) will be lectures presented by the instructors, but most classes will consist of students presenting one or two papers. After each paper, we will discuss the work and its relationship to other papers in animation and the current practices in the entertainment industry (games, movies).

Paper suggestions:

You can browse this (updated) list to pick a paper. You are not limited to this list; feel free to browse the papers that are presented in the leading computer graphics/animation conferences. You may want to take a look at recent papers in SIGGRAPH or Symposium on Computer Animation (google "siggraph 2006 papers" or "sca 2006 papers").  If you have trouble picking papers to present, come and talk to me.
 

Final Project Links:


Here are some of the topics we will cover:

  • Introductiory animation
  • Motion representation
    • Forward/Inverse kinematics
    • ODE's, constraints
  • Passive motion
    • Physically based simulation
    • Particles
    • Rigid bodies
    • Deformable objects
    • Liquid (water/gas) simulation
    • Simulating hair/fur
    • Fracture simulation
  • Active motion
    • Motion capture
    • Motion editing
    • Statistical/data driven methods
    • Physically based methods
    • Character rigging/skinning
    • Muscle deformations
    • Facial animation
  • Hybrid systems
  • And many more cool topics !!!

Schedule:

Week Tuesday Thursday
1   Introduction
2 Physically Based Simulation Rigid Body Motion
3 Stable Fluids - Jos Stam Visual Simulation of Smoke - Ronald Fedkiw, Jos Stam, Henrik Wann Jensen
Presenter: Mark
4 A Multiresolution Framework for Dynamic Deformations - Steve Capell, Seth Green, Brian Curless, Tom Duchamp, Zoran Popovic
Presenter: Uma
Finite Element Method overview
Presenter: Mark

Slides (ppt)

5 Animating Fracture - James O'Brien, Jessica Hodgins
Animating Fracture (1999 paper) - James O'Brien, Jessica Hodgins
Presenter: Matt
Dynamic Deformation of Solid Primitives with Constraints - Dimitri Metaxas, Demetri Terzopoulos
Presenter: Albert
6 Character Animation Overview
Presenter: Okan

Reading:
- Interactive Motion Generation from Examples
- Motion Graphs

Motion Editing
Presenter: Okan

Reading:
- Physically Based Motion Editing
- Retargetting Motion to New Characters

7 Fracturing Rigid Materials
Presenter: Matt
Large Steps in Cloth Simulation
- Presenter: Uma
8 Physically Based Modeling and Animation of Fire
- Presenter: Mark
Interpolating and Approximating Implicit Surfaces from Polygon Soup
- Presenter: Albert

Supplemental: Provably Good Moving Least Squares

9 Physically Based Animation - Case Studies
  • Rigid body simulation
  • Fluid simulation

- Presenter: Okan

A Hybrid Particle Level set Method for Improved Interface Capturing - Doug Enright, Ronald Fedkiw, Joel Ferziger, Ian Mitchell
- Presenter: Mark
10 Real-Time Simulation of deformation and Fracture of Stiff Materials - Matthias Muller, Leonard McMillan, Julie Dorsey, Robert Jagnow
- Presenter: Matt
Rigid Fluids - Mark Carlson, Peter Mucha, Greg Turk
- Presenter: Uma
11 Provably Good Moving Least Squares -Ravi Kolluri
- Presenter: Albert
Animation capture (2 papers):
- Capturing and Animating Skin Deformation in Human Motion
- Spacetime Faces

- Presenter: Okan

12 Interaction Capture and Synthesis - Paul Kry, Dinesh Pai

- Presenter: Okan

Robust Treatment of Collisions, Contact and Friction for Cloth Animation

- Presenter: Uma

13 Realistic Modeling of Bird Flight Animations

- Presenter: Matt

Thanksgiving holiday

14 Evolving Virtual Creatures

- Presenter: Mark

PaintShop 3D: An Interactive System for Point-Based Surface Editing

-Presenter: Albert

15 Boids

Continuum Crowds

- Presenter: Matt, Mark

 

Project Presentations

 


Upcoming papers (not in order):

References:


Resources:

 

 




Pushing People Around
Okan Arikan, David Forsyth, James O'Brien

Graphics Modeling and Animation of Brittle Fracture
James O'Brien, Jessica Hodgins


Automated Extraction and Parametrization of Motions in Large Data Sets
Lucas Kovar and Michael Gleicher

Large steps in Cloth Simulation
David Baraff and Adrew Witkin