PC Activity.

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CSE169 (was 190B). PC Animation ProgrammingInstructor: Steve Rotenberg steve@graphics.ucsd.eduTA: Nick GebbieLecture: Center Hall 222 (TTh 6:30-7:50pm)Office: AP
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PC Animation CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2004

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CSE169 (was 190B) Computer Animation Programming Instructor: Steve Rotenberg steve@graphics.ucsd.edu TA: Nick Gebbie Lecture: Center Hall 222 (TTh 6:30-7:50pm) Office: AP&M 3349A (TTh 5-6pm) Lab: AP&M 2444 Web page: http://graphics.ucsd.edu/courses/cse169_w04/index.html

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Prerequisites CSE167 or proportionate prologue to PC design Familiarity with: Vectors (spot items, cross items… ) Matrices (4x4 homogeneous changes) Polygon rendering Basic lighting (normals, Gouraud, Phong… ) OpenGL, Direct3D, Java3D, or identical C++ or Java Object situated programming Basic material science

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Undergraduate Computer Graphics at UCSD CSE 167: Introduction to Computer Graphics CSE 168: Rendering Algorithms CSE 169: Computer Animation

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Reading Papers Chapters Suggested books 3D Computer Graphics: A Mathematical Introduction with OpenGL (Buss) Advanced Animation and Rendering Techniques (Watt & Watt)

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Angel Studios Movies: The Lawnmower Man Enertopia (stereoscopic IMAX) Videos: Peter Gabriel\'s "Kiss That Frog" Games: Midnight Club 1 & 2 (PS2, XBox) Transworld Surf (PS2, XBox, GameCube) Smuggler\'s Run 1 & 2 (PS2, XBox, GameCube) Midtown Madness 1 & 2 (PC) Savage Quest (Arcade) Test Drive Offroad: Wide Open (PS2) N64 variant of Resident Evil 2 (N64) Ken Griffey Jr\'s. Slugfest (N64) Major League Baseball Featuring Ken Griffey Jr. (N64) Sold to Take Two Interactive (Rockstar) in November, 2002

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Angel Games

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Programming Projects Project 1: Due Beginning of Week 3 Skeleton Hierarchy: Load a .skel record and show a 3D posture capable skeleton Project 2: Due Beginning of Week 5 Skin: Load .skin document and append to the skeleton Project 3: Due Beginning of Week 7 Animation: Load .anim document and play back a key-surrounded activity on the skeleton Project 4: Due Beginning of Week 10 (Choose one of the accompanying) Cloth: Implement a basic fabric recreation Fancy Particles: Implement a molecule framework with crash recognition and some favor powers Locomotion & Inverse Kinematics: Implement an IK calculation and utilize it to accomplish a mobile character Rigid Bodies: Implement a basic unbending body framework with impacts Choose your own venture (however converse with me first )

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Grading 15% Project 1 15% Project 2 15% Project 3 20% Project 4 15% Midterm 20% Final

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Course Outline Introduction Skeletons Skinning Keyframes Facial Animation Advanced Skinning & Facial Animation Inverse Kinematics 1 Inverse Kinematics 2 Animation State Machines & Blending Locomotion 1 Locomotion 2 Particle Systems Collision Detection Clothing & Hair Simulation Rigid Bodies Character Dynamics Deformable Bodies & Advanced Physical Simulation Behavioral Animation & Artificial Intelligence Motion Capture Demonstrations

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Computer Animation Overview

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Applications Special Effects (Movies, TV) Video Games Virtual Reality Simulation, Training, Military Medical Robotics, Animatronics Visualization Communication

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Computer Animation Physics (a.k.a. progression, reenactment, mechanics) Character activity Artificial insight

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Physics Simulation Particles Rigid bodies Collisions, contact, stacking, rolling, sliding Articulated bodies Hinges, requirements Deformable bodies (strong mechanics) Elasticity, versatility, thickness Fracture Cloth Fluid elements Fluid stream (fluids & gasses) Combustion (fire, smoke, blasts… ) Phase changes (dissolving, solidifying, bubbling… ) Vehicle elements Cars, vessels, planes, helicopters, bikes… Character flow Body movement, skin & muscle, hair, apparel

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Character Animation Motion playback Keyframing Blending, sequencing Motion union Locomotion (strolling, flying, swimming, crawling… ) Inverse kinematics Procedural liveliness Warping & retargetting Physics (reverse elements, advancement… ) Motion input Motion catch (& other movement input strategies) Vision based catch Rigging Skeletons Skin, confront, & disfigurements Visual properties (materials, lighting… ) Secondary movement (garments, hair, hide… )

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Artificial Intelligence Behavioral movement Background characters (groups, groups, armed forces, swarms… ) Video diversion activity

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Rigging alludes to the development and setup of an animatable character, like building a manikin An "apparatus" has various degrees of opportunity (DOFs) that can be utilized to control different properties DOFs can speak to things like the revolution of the elbow joint, the rate that an eyelid is open, or whatever other "animatable" property The liveliness framework indicates values for these DOFs after some time, in this way quickening the apparatus The apparatus can likewise have worked in auxiliary activity, for example, hair and dress The contrast between gear & movement makes a pleasant calculated partition, and is regularly reflected in the product design The gear framework can exemplify different frameworks, for example, the skeleton, cleaning, outward appearances, attire, and hair The activity framework can embody frameworks, for example, playback, opposite kinematics, elements, velocity, and movement union

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Animation Process while (not completed) { MoveEverything(); DrawEverything(); } Interactive versus Non-Interactive Real Time versus Non-Real Time

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Frame Rates Film 24 fps Imax 48 fps NTSC TV 30 fps (entwined) PAL TV 25 fps (joined) HDTV 60 fps Computer ~60 fps

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Frame Rate Issues Strobing, worldly associating Motion obscure Interlacing Double buffering (& tearing)

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Animation Tools Maya 3D Studio Lightwave Filmbox Blender Many more…

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Animation Production Conceptual Design Production Design Modeling Materials & Shaders Rigging Blocking Animation Lighting Effects Rendering Post-Production

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Principles of Animation Squash and Stretch Timing Anticipation Staging/Presentation Follow Through/Overlapping Actions Straight Ahead versus Stance to-Pose Slow In and Out Arcs Exaggeration Secondary Motion Appeal

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