Computer Games and Animation
Code | Completion | Credits | Range |
---|---|---|---|
YD36PHA | Z,ZK | 4 | 14+6s |
- Lecturer:
- Tutor:
- Supervisor:
- Department of Computer Science and Engineering
- Synopsis:
-
Students get acquainted with the basic techniques of a real-time computer animation, emphasizing the problems of games programming. In the introduction, we study the representation of space transformations, including modern methods based on quaternions. We present data structures for boundary representation of 3D objects, considering possible optimizations for large dataset visualization. Further we discuss classic animation techniques based on key-framing and basic algorithms of collision detection. The more advanced topics of computer animation covered by this lecture involve a virtual humanoid animation and physically-based simulation. The students obtain a basic understanding of common problems in computer games programming.
- Requirements:
-
Students are expected to have a preliminary knowledge on:
Programming in C/C++, basic linear algebra, graphics programming.
- Syllabus of lectures:
-
1. Recapitulation of OpenGL
2. Motion in Space: Mathematical Representation
3. Tools for Moving Objects, Quaternions
4. Data Structures for 3D Boundary Representation
5. Visualization of Large Datasets, Clipping
6. Animation of a Rigid Body, Keyframing
7. Bounding Volumes
8. Collision Detection of Rigid Bodies
9. Virtual Characters, Skeletal Animation
10. Visualization of Virtual Characters
11. Animation of Virtual Characters
12. Physics for Computer Games
13. Physically-based Simulation
14. Spare lecture
- Syllabus of tutorials:
-
1. The Core of a Graphical Application
2. Mouse and Keyboard Input
3. Seminar Projects
4. Loading a 3D Object from File
5. 3D Object Visualization
6. Motion of a 3D Object
7. Seminar Projects
8. Collision Detection
9. Loading a Virtual Character from File
10. Visualizing a Virtual Character
11. Animation of a Virtual Character
12. Seminar Projects
13. Seminar Projects Presentation
14. Assessment
- Study Objective:
- Study materials:
-
D. Eberly, 3D Game Engine Design. Morgan Kaufmann, 2000. ISBN: 1558605932.
- Note:
- Further information:
- No time-table has been prepared for this course
- The course is a part of the following study plans:
-
- Web a multimedia (compulsory elective course)