This 3D Computer Animation course teaches the computational methods for real-time animation and deformation of 3D shapes used in video games, special effects, and animated films, or more generally in animated and interactive virtual worlds. The course details geometric-based animation approaches such as procedural animation, manual 3D deformers, and character animation, as well as physically-based simulation for particle systems, cloth and fluid simulation.
The applications illustrated throughout the class will be mostly related to the field of entertainment (animated films, video games, virtual and/or augmented reality), or real-time simulation for modeling physical phenomena. The underlying mechanisms can further be applied in other scientific disciplines (medical sciences, biology, etc.).
Examples of cases treated in the lectures and practical exercises: Implementing animation and interactive deformation of an articulated character, Modeling the deformation of a garment and managing collisions in real time, Simulating the surface of a moving fluid, Managing crowds of characters moving coherently, etc.
The practical session are done in C++ and OpenGL using a dedicated library to facilitate the scene display.
The first step is to make sure that you can compile and execute some code using the first tutorial. Then all the exercises will follow the same principle.