I am not teaching any courses in 2023.
Past academic years
I was teaching a computer animation class in 2020-2021, part of Advanced Computer Graphics (M2 MOSIG, ENSIMAG, Grenoble INP, Univ. Grenoble Alpes)
The course was composed of 12 lessons. Each lesson focuses on one important concept in computer animation,
and one of the 12 principles of traditional animation. Notation: Students are assigned a paper in the reading list
and must prepare a short oral presentation (5 slides in 5 minutes) and a written summary (1000 words).
- Lesson 1 : Introduction, pose to pose and straight ahead animation.
- Lesson 2: Keyframe animation, arcs.
- Lesson 3: Animation curves, timing.
- Lesson 4: Rigging and skinning, slow-in and slow out.
- Lesson 5: Inverse kinematics 1, exageration.
- Lesson 6: Inverse kinematics 2, follow-through and overlapping action.
- Lesson 7: Channels and poses, secondary actions.
- Lesson 8: Finite state machines, anticipation.
- Lesson 9: Camera animation, staging.
- Lesson 10: Point dynamics, squash and stretch.
- Lesson 11: Ragdoll physics, solid drawing.
- Lesson 12: Ragdoll animation, appeal.
Reading list
- Flocks, herds and schools
- Spacetime constraints
- Evolving virtual creatures
- Virtual windup toys for animation
- Improv: A System for Scripting Interactive Actors in Virtual Worlds
- Subdivision surfaces in character animation
- Large Steps in Cloth Simulation
- Representing Animations by Principal Components
- Motion Graphs
- Layered Acting for Character Animation
- Motion Doodles
- Simbicon.
- Automatic Rigging and Animation of 3D Characters
- Skinning with dual quaternions
- Gesture-controllers
- Intuitive interactive human character posing with millions of example poses
- Eyecatch: Simulating Visuomotor Coordination for Object Interception.
- Virtual character performance from speech
- SketchiMo: Sketch-based Motion Editing for Articulated Characters
- Fast Neural Style Transfer for Motion Data
- Data-driven Autocompletion for Keyframe Animation
- DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
- Tangent-Space Optimization for Interactive Animation Control
- ARAnimator: In-situ Character Animation in Mobile AR with User-defined Motion Gestures
- RigNet: Neural Rigging for Articulated Characters
I taught computer animation (M2 MOSIG, Univ. Grenoble Alpes) in 2019-2020.
- Lesson 1: Introduction.
- Lesson 2: Keyframe animation.
- Lesson 3: Animation curves.
- Lesson 4: Forward and inverse kinematics, slow in and slow out.
- Lesson 4: Forward and inverse kinematics, slow in and slow out.
- Lesson 5: Finite state machines, anticipation.
- Lesson 6: Motion planning, follow through and overlapping action.
- Lesson 7: Camera animation, staging.
- Lesson 8: Rigging and skinning, exageration.
- Lesson 9: Mass spring systems, secondary action.
- Lesson 10: Rigid body dynamics, solid drawing.
- Lesson 11: Forward and inverse dynamics, squash and stretch
- Lesson 12: Ragdoll physics, appeal.
I taught two classes in 2018-2019
Game Engines (M2 IMAGINA, Univ. Montpellier)
Introduction
Programmation OpenGL
Programmation GPU
Structure des moteurs de jeu
Optimisation des performances
Mathématiques pour le jeu vidéo
Gestion de scène
Animation temps réel
Intelligence artificielle
Computer Graphics (M2 MOSIG, Univ. Grenoble Alpes)
Reading list:
- Evolving Virtual Creatures
- Improv: A System for Scripting Interactive Actors in Virtual Worlds
- Large Steps in Cloth Simulation
- Representing Animations by Principal Components
- Layered Acting for Character Animation
- Motion Doodles
- Style-based Inverse Kinematic
- As-Rigid-As-Possible Shape Manipulation
- Gesture-controllers
- Eyecatch: Simulating Visuomotor Coordination for Object Interception.
- SketchiMo: Sketch-based Motion Editing for Articulated Characters
-
DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
Older courses.
Computer Graphics (M2 MOSIG, Univ. Grenoble Alpes)
Overview of the course
- November 29: Character animation, rigging and skinning
- December 6 : Kinematic methods in animation
- December 13 : Dynamic methods in animation
- January 3 : Selected papers in 3D animation
Reading list:
- Large Steps in Cloth Simulation
- Flocks Herds and schools: A Distributed Behavioral Model
- Representing Animations by Principal Components
- Character animation from 2D pictures
- Style-based Inverse Kinematic
- Motion Graphs
- Motion Doodles
- Evolving Virtual Creatures
- Layered Acting for Character Animation
- Good Vibrations
- Improv: A System for Scripting Interactive Actors in Virtual Worlds
- Space-Time Constraints
- Intuitive Interactive Character Posing with Millions of Example Poses
- Simple Biped Locomotion Control
- Eyecatch: Simulating Visuomotor Coordination for Object Interception.
- SpaceTimeSketching of Character Animation
- As-Rigid-As-Possible Shape Manipulation
- Gesture-controllers
- Motion Grammars for Character Animation
- SketchiMo: Sketch-based Motion Editing for Articulated Characters
Computational Modeling of Narrative Texts, Movies and Games (MSTII Doctoral School, University of Grenoble Alpes)
I also taught those courses in 2015-2016. Here are the earlier versions of course notes and exercises.
Computational Modeling of Narrative Texts, Movies and Games (MSTII Doctoral School, Grenoble University)
- March 4: Introduction to narratology.
- March 11: Characters and agents.
- March 18: Time and space.
- April 1: Plot and story grammars.
- April 8: Story annotations.
- April 15: Reasoning about time and change.
Game Engine Programming (M2 IMAGINA, Montpellier University)
- September 18, 2015 – Course 1 : Introduction and OpenGL API , TP1: OpenGL programming in QT (in French).
- Septembre 25, 2015 – Course 2 : Structure of a GameEngine, 1ere partie; TP2: Timers.
- October 2 : No course this week.
- October 9, 2015 – Course 3 : Structure of a game engine, 2eme partie. TP3: Programmation client-serveur.
- October 16, 2015 – Course 4: Mathematics for games. TP4: Ressource Manager.
- October 23, 2015 – Course 5: GPU Programming for games. TP5 : Textures and shaders.
- October 30 : Mid-term vacation.
- November 6, 2015 – Course 6 : Gameplay.
- November 13, 2015 – Course 7: Scene graphs and scene management. TP7: Levels of details
- November 20, 2015 – Course 8 : Physics for games.
- November 27, 2015 – Course 9 : Real-time character animation, TP9 : Bibliographic search results.
- December 4, 2015 – Course 10 : Artificial Intelligence for games, TP10: Project design documentation.
Advanced Computer Graphics (M2 MOSIG, GrenobleUniversity)
Overview of the course
- November 24: Character animation
- December 1 : Kinematics for animation
- December 8 : Dynamics for animation
- January 4 : Readings in computer animation
Reading list:
- Subdivision Surfaces in Character Animation
- Large Steps in Cloth Simulation
- Flocks Herds and schools: A Distributed Behavioral Model
- Representing Animations by Principal Components
- Vector Graphics Animation with Time-Varying Topology
- Style-based Inverse Kinematic
- Motion Graphs
- Motion Doodles
- Evolving Virtual Creatures
- Layered Acting for Character Animation
- Good Vibrations
- Improv: A System for Scripting Interactive Actors in Virtual Worlds
- Space-Time Constraints
- Intuitive Interactive Character Posing with Millions of Example Poses
- Simple Biped Locomotion Control
- Camera-on-Rails: Automatic Computation of Constrained Camera Paths
- Eyecatch: Simulating Visuomotor Coordination for Object Interception.
- SpaceTimeSketching of Character Animation
- As-Rigid-As-Possible Shape Manipulation
- Gesture-controllers
I also taught those courses in 2014-2015. Here are the earlier versions of course notes and exercises.
1. Game Engine Programming 2014 (M2 IMAGINA, Montpellier University)
Plan du cours
Introduction
1. Rappels de maths
2. Structure d’un moteur de jeu
(…)
9.Animation temps réel
10. Intelligence artificielle pour le jeu video
Compléments : virtual cinematography slides
Compléments : sims-slides
TP9
3dMazeSource_v57
TP10
2. Introduction to 3-D animation 2014 (M2 MOSIG/GVR, Grenoble University)
Course outline
Reading list
Kinematics for animation (October 6)
Dynamics for animation (October 13)
Character animation (October 20)
Course 4 (December 1)
Paper assignments
Reading list:
- Automatic rigging and animation of 3D characters. baran-2007-ara
- Skinning with dual quaternions. skinning_dual_quaternions
- Flocks, Herds, and Schools: A Distributed Behavioral Model. flocks hers and schools
- Representing Animations by Principal Components. principalcomponents
- Motion patches: building blocks for virtual environments annotated with motion data. MotionPatch0
- Style-based inverse kinematics. Style-based Inverse Kinematic
- Motion graphs. mograph
- Motion doodles. doodle
- Evolving Virtual Creatures. sims_siggraph94
- Layered Acting for Character Animation. layeredacting
- Good vibrations. Pentland-1989-GVM
- Improv: A System for Scripting Interactive Actors in Virtual Worlds. sig96-improv
- Space-time constraints. spacetime
- Wiggly splines. wigglesplines
- Simple biped locomotion control. Yin_SIG07
- Computing the Physical Parameters of Rigid-body Motion from Video. bhatECCV02
- Large steps in cloth simulation. clothanimation
- Harmonic coordinates for character articulation. harmonic_coordinates_paper
- Eyecatch: Simulating Visuomotor Coordination for Object Interception. eyecatch
- Subdivision Surfaces in Character Animation. subdivision_animation
3. Computational modeling of narrative texts, movies and games 2015(Doctoral Course, Grenoble University)
Course 1: Story and discourse.
Course 2: Characters and agents.
Course 3 : Time and space.
Course 4: Plot and story grammars.