I will be teaching Computer Animation in 2019-2020
Part of Computer Graphics (M2 MOSIG, ENSIMAG, Grenoble INP, Univ. Grenoble Alpes)
The course is composed of 12 lessons. Each lesson focuses on one important concept in computer animation, one of the 12 principles of traditional animation, and one research paper.
- Lesson 1 : Introduction, pose to pose and straight ahead animation.
- Lesson 2: Keyframe animation, arcs.
- Lesson 3: Animation curves, timing.
- 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.
Reading list
-
- Improv: A System for Scripting Interactive Actors in Virtual Worlds
- Representing Animations by Principal Components
- Motion Doodles
- Style-based Inverse Kinematic
- Simbicon.
- From footprints to animation
- The virtual cinematographer: A paradigm for automatic real-time camera control and directing
- Automatic Rigging and Animation of 3D Characters
- Subdivision surfaces in character animation
- DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills
- Artist directed dynamics
- Spacetime constraints
Past academic years
I taught two classes in 2018-2019
Game Engines (M2 IMAGINA, Univ. Montpellier)
Programmation OpenGL
Optimisation des performances
Mathématiques pour le jeu vidéo
Animation temps réel
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)
2. Structure d’un moteur de jeu
(…)
10. Intelligence artificielle pour le jeu video
Compléments : virtual cinematography slides
Compléments : sims-slides
2. Introduction to 3-D animation 2014 (M2 MOSIG/GVR, Grenoble University)
Kinematics for animation (October 6)
Dynamics for animation (October 13)
Character animation (October 20)
Course 4 (December 1)
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.