Teaching

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).

Reading list

  1. Flocks, herds and schools
  2. Spacetime constraints
  3. Evolving virtual creatures
  4. Virtual windup toys for animation
  5. Improv: A System for Scripting Interactive Actors in Virtual Worlds
  6. Subdivision surfaces  in character animation
  7. Large Steps in Cloth Simulation
  8. Representing Animations by Principal Components
  9. Motion Graphs
  10. Layered Acting for Character Animation
  11. Motion Doodles
  12. Simbicon.
  13. Automatic Rigging and Animation of 3D Characters
  14. Skinning with dual quaternions
  15. Gesture-controllers
  16. Intuitive interactive human character posing with millions of example poses
  17. Eyecatch: Simulating Visuomotor Coordination for Object Interception.
  18. Virtual character performance from speech
  19. SketchiMo: Sketch-based Motion Editing for Articulated Characters
  20. Fast Neural Style Transfer for Motion Data
  21. Data-driven Autocompletion for Keyframe Animation
  22. DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
  23. Tangent-Space Optimization for Interactive Animation Control
  24. ARAnimator: In-situ Character Animation in Mobile AR with User-defined Motion Gestures
  25. RigNet: Neural Rigging for Articulated Characters

I taught computer animation (M2 MOSIG, Univ. Grenoble Alpes) in 2019-2020.

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:

  1. Evolving Virtual Creatures
  2. Improv: A System for Scripting Interactive Actors in Virtual Worlds
  3. Large Steps in Cloth Simulation
  4. Representing Animations by Principal Components
  5. Layered Acting for Character Animation
  6. Motion Doodles
  7. Style-based Inverse Kinematic
  8. As-Rigid-As-Possible Shape Manipulation
  9. Gesture-controllers
  10. Eyecatch: Simulating Visuomotor Coordination for Object Interception.
  11. SketchiMo: Sketch-based Motion Editing for Articulated Characters
  12. DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

Older courses.

Computer Graphics (M2 MOSIG, Univ. Grenoble Alpes)

Overview of the course

Reading list:

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)

Game Engine Programming (M2 IMAGINA, Montpellier University)

Advanced Computer Graphics (M2 MOSIG, GrenobleUniversity)

Overview of the course

Reading list:

  1. Subdivision Surfaces in Character Animation
  2. Large Steps in Cloth Simulation
  3. Flocks Herds and schools: A Distributed Behavioral Model
  4. Representing Animations by Principal Components
  5. Vector Graphics Animation with Time-Varying Topology
  6. Style-based Inverse Kinematic
  7. Motion Graphs
  8. Motion Doodles
  9. Evolving Virtual Creatures
  10. Layered Acting for Character Animation
  11. Good Vibrations
  12. Improv: A System for Scripting Interactive Actors in Virtual Worlds
  13. Space-Time Constraints
  14. Intuitive Interactive Character Posing with Millions of Example Poses
  15. Simple Biped Locomotion Control
  16. Camera-on-Rails: Automatic Computation of Constrained Camera Paths
  17. Eyecatch: Simulating Visuomotor Coordination for Object Interception.
  18. SpaceTimeSketching of Character Animation
  19. As-Rigid-As-Possible Shape Manipulation
  20. 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:

  1. Automatic rigging and animation of 3D characters.  baran-2007-ara
  2. Skinning with dual quaternions.  skinning_dual_quaternions
  3. Flocks, Herds, and Schools: A Distributed Behavioral Model.  flocks hers and schools
  4. Representing Animations by Principal Components. principalcomponents
  5. Motion patches: building blocks for virtual environments annotated with motion data. MotionPatch0
  6. Style-based inverse kinematics. Style-based Inverse Kinematic
  7. Motion graphs. mograph
  8. Motion doodles. doodle
  9. Evolving Virtual Creatures. sims_siggraph94
  10. Layered Acting for Character Animation. layeredacting
  11. Good vibrations. Pentland-1989-GVM
  12. Improv: A System for Scripting Interactive Actors in Virtual Worlds. sig96-improv
  13. Space-time constraints. spacetime
  14. Wiggly splines. wigglesplines
  15. Simple biped locomotion control. Yin_SIG07
  16. Computing the Physical Parameters of Rigid-body Motion from Video. bhatECCV02
  17. Large steps in cloth simulation. clothanimation
  18. Harmonic coordinates for character articulation. harmonic_coordinates_paper
  19. Eyecatch: Simulating Visuomotor Coordination for Object Interception. eyecatch
  20. 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.

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