Game procedural Models and Simulation
| Code | Completion | Credits | Range | Language |
|---|---|---|---|---|
| B4M39GMS | Z,ZK | 6 | 28P+28L | Czech |
- Course guarantor:
- Lecturer:
- Tutor:
- Supervisor:
- Department of Computer Graphics and Interaction
- Synopsis:
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The course covers topics focused on theory and algorithms for solving animation problems, animation control and representation of animated objects. The first part of the semester is devoted to basic animation methods and their description, as well as physically based models, procedurally generated models and methods using neural network models. The next part of the topics is then devoted to these methods focused on simulation and animation of selected types of objects with an emphasis on procedural and generative models. The course also includes a lecture by a practicing expert from commercial sphere. Exercises cover the lectured topics so that students can verify most of the procedures on real software tools, or verify the selected procedures by implementation.
- Requirements:
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Basic physics in the field of kinematics, dynamics of a mass point and a rigid body at the high school level. Ability to program in C++.
- Syllabus of lectures:
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1. Computer animation, simulation loop, methods of motion description
2. Methods of motion capture, motion data and their processing
3. Skeletal animation, direct and inverse kinematics
4. Physical simulation, dynamics, particle systems
5. General methods of procedural animation fractals, grammars, cellular automata
6. Solving selected tasks in animation and object generation using NN models.
7. Modeling and animation of clothes
8. Modeling and animation of the face
9. Modeling and animation of crowds
10. Modeling and animation of flexible objects
11. Modeling and animation of plants
12. Modeling and animation of fluids
13. Terrain modeling
14. Lecture by a practicing expert - current methods and problems of animation
- Syllabus of tutorials:
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1. Introduction to the subject, assignment of semester assignments.
2. UI UE, basic introduction to the Unreal Engine environment.
3. API UE, introduction to the API Unreal Engine.
4. Dynamics, simulation of rigid body motion.
5. Fluid dynamics, design of dynamic fluid simulation.
6. Clothes, model for fabric simulation.
7. Face, animation and control of the face model.
8. Check point
9. IK, inverse kinematics of the model.
10. Crowd, crowd simulation - simulator design.
11. MOCAP, collection and recording of motion data.
12. MOCAP, use of motion data.
13. Presentation of semester assignments.
14. Evaluation of semester assignments, presentations, feedback
- Study Objective:
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After completing the course, the student will know the procedures and methods for generating and animating selected real-world objects and will be able to solve problems associated with managing classical and generative animation processes of these objects in environments for developing XR applications and computer games.
- Study materials:
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Note: It is not possible to use one basic book for the whole subject, which would reflect current practices used in the game industry and which would cover most of the lecture topics. Current publications are already narrowly focused and for didactic reasons, older publications are rather chosen, which can better explain the principle and historical context of the methods explained to students and we assume that the overview will be further expanded for students during the semester.
Literature:
Beneš, Bedřich, et al. „Guided procedural modeling.“ Computer graphics forum. Vol. 30. No. 2. Oxford, UK: Blackwell Publishing Ltd, 2011. Available online through the university library.
Merrell, Paul, and Dinesh Manocha. „Model synthesis: A general procedural modeling algorithm.“ IEEE transactions on visualization and computer graphics 17.6 (2010): 715-728. - Available online through the university library.
Other recommended reading:
H. Watt, A. and M. Watt. Advanced Animation and Rendering Techniques. Addison Wesley, 1992.
- Note:
- Further information:
- https://cw.fel.cvut.cz/wiki/courses/b4m39gms/start
- No time-table has been prepared for this course
- The course is a part of the following study plans:
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- Open Informatics - Computer Graphics (compulsory elective course)
- Open Informatics - Extended Reality and Game Development (compulsory elective course)