Module manager: Prof Hamish Carr
Email: H.Carr@leeds.ac.uk
Taught: Semester 1 (Sep to Jan) View Timetable
Year running 2023/24
We will assume a good standard of C++ programming, including use of classes, basic templates, and overloading. Knowledge of computer architecture, in particular the memory hierarchy.
| COMP5812M | Foundations of Modelling and Rendering |
| COMP5822M | High-Performance Graphics |
This module is not approved as a discovery module
Building on the fundamentals of rendering covered in COMP5812M, this module covers motion in virtual environments, including animation, simulation, and specialised rendering effects, based initially on Parent, Computer Animation (3d ed).
* teach students all aspects of motion and animation in computer graphics, including
* principles of interpolation required for animation
* path-based motion control and animation
* object deformation and interpolation
* hierarchical kinematic modelling
* forward and inverse kinematics
* motion capture
* motion blending & retargeting
* spring animations, particle systems, rigid body simulations and rag-doll physics, modelling constraints based on collision detection
* fluid simulation, including water bodies, clouds & fire
* computational fluid dynamics & smoothed particle hydrodynamics
* modelling human & animal characters, including skinning, layering, muscle modelling & rigging
* standard human motions such as reaching, grasping, coordination and locomotion
* modelling clothing, fur and hair
* facial modelling, animation & lip-synching
* behavioural modelling, including flocking, autonomous & intelligent motion control & crowd behaviours
* principles of user controlled animation & motion planning
On completion of this module, a student should be able to implement the techniques described, either on CPU or GPU as desired.
* Interpolation of Motion
* Angular Interpolation with Quaternions, Slerp, and Splines
* Interpolation-Based Animation: Deformations, Shapes & Morphing
* Kinematic Linkages
* Motion Capture, Blending & Retargeting
* Physically-Based Animations: Springs, Particles, Rigid Bodies, Cloth
* Fluids: Liquids & Gases
* Human Figures: Skinning, Layering, Rigging, Human Motions
* Clothing, Fur & Hair
* Facial Modelling & Animation
* Behavioural Animation: Flocking, Autonomy & Crowd Behaviours
| Delivery type | Number | Length hours | Student hours |
|---|---|---|---|
| Lecture | 20 | 1 | 20 |
| Private study hours | 130 | ||
| Total Contact hours | 20 | ||
| Total hours (100hr per 10 credits) | 150 | ||
Students will be expected to review the material presented in lectures in their own time, and demonstrate their practical competence in a selection of techniques. At the MSc level, this is best done through independent work on programming assignments, with support from the lecturer as needed.
Bi-weekly assignments will provide the ability to provide metered feedback without micro-managing students’ work.
| Assessment type | Notes | % of formal assessment |
|---|---|---|
| In-course Assessment | Assignment 1 - Free-form deformation | 25 |
| In-course Assessment | Assignment 2 - Inverse kinematics | 25 |
| In-course Assessment | Assignment 3 - Cloth simulation | 25 |
| In-course Assessment | Assignment 4 - Fluid simulation & animation | 25 |
| Total percentage (Assessment Coursework) | 100 | |
This module is reassessed by coursework only.
Check the module area in Minerva for your reading list
Last updated: 26/09/2023
Errors, omissions, failed links etc should be notified to the Catalogue Team