- Kinematics 1
- Introduction to kinematics
- Motion capture and reuse
- Assignment
- See also:
- Bill Baxter’s introduction to inverse kinematics
- Numerical Recipes in C++: The Art of Scientific Computing Press, Teukolski, Vetterling, Flannery, Cambridge University Press
- the Eigen matrix library
- Versatile walk engine Ronan Boulic , Branislav Ulicny , Daniel Thalmann Journal of Game Development, 2004
- Kinematic animation 2
- Interpolation
- Deformable surfaces: skinning, facial animation, morphing See also this nice intro on skeletal animation and skinning
- Deformable surfaces: pose-space deformation
- Physically-based animation 1: deformable objects
- Introduction
- Introduction to finite elements
- Frame-based deformable models 1 and 2.
- Assignment
- See also:
- Baraff and colleague’s courses and slides
- Matthias Müller’s shape matching method, and course on real-time physics
- Sofa: an open source library for physical simulation
- Physically-based animation 2
- Constrained dynamics (from Baraff and Witkin’s siggraph course)
- Collision detection slides (from Yoon and Manocha’s siggraph course)
- An example of gpu collision detection and response
Exam 2013: M2R-graphics-exam2013