COMPUTER ANIMATION

Course Information
TitleΚΙΝΟΥΜΕΝΑ ΓΡΑΦΙΚΑ / COMPUTER ANIMATION
CodeDM04
FacultySciences
SchoolInformatics
Cycle / Level2nd / Postgraduate
Teaching PeriodWinter
CoordinatorNikolaos Nikolaidis
CommonNo
StatusActive
Course ID40002279

Programme of Study: PPS School of Informatics (2014-today)

Registered students: 9
OrientationAttendance TypeSemesterYearECTS
TECΗNOLOGIES GNŌSĪS DEDOMENŌN KAI LOGISMIKOUElective Courses117.5
TECΗNOLOGIES PLĪROFORIAS KAI EPIKOINŌNIŌN STĪN EKPAIDEUSĪElective Courses117.5
PSĪFIAKA MESA- YPOLOGISTIKĪ NOĪMOSYNĪElective Courses belonging to the selected specialization117.5
DIKTYAKA SYSTĪMATAElective Courses117.5

Programme of Study: PPS of School of Informatics (2013-today)

Registered students: 0
OrientationAttendance TypeSemesterYearECTS
Information SystemsElective Courses117.5
Information And Communication Technologies In EducationElective Courses117.5
Digital MediaCompulsory Course117.5
Communication Systems and TechnologiesElective Courses117.5

Class Information
Academic Year2015 – 2016
Class PeriodWinter
Faculty Instructors
Weekly Hours3
Class ID
600011289
Type of the Course
  • Scientific Area
Course Category
Specific Foundation / Core
Mode of Delivery
  • Face to face
Erasmus
The course is also offered to exchange programme students.
Language of Instruction
  • Greek (Instruction, Examination)
  • English (Examination)
Prerequisites
General Prerequisites
Computer graphics. Programming skills (generic and graphics related). Good level of English.
Learning Outcomes
a) Knowledge: Familiarization with computer animation principles and algorithms such as physics - based animation, collision detection and response, keyframe animation, object deformation approaches, forward and inverse kinematics. Exposure to computer graphics & animation programming & development using OpenGL, Maya, Ogre. Acquaintance with animation techniques and their application in areas such as animated motion pictures or computer games. b) Skills: Acquisition of skills in the use, programming and development of animation algorithms. Promoting analytic and programming skills.
General Competences
  • Apply knowledge in practice
  • Retrieve, analyse and synthesise data and information, with the use of necessary technologies
  • Work autonomously
  • Work in teams
  • Be critical and self-critical
  • Advance free, creative and causative thinking
Course Content (Syllabus)
Animation principles, historical overview. Dynamics / physics - based animation : particle systems, rigid body dynamics, constrained dynamics, energy functions. Collision detection and response. Keyframe animation. Parametric curves, arc - length parameterization, speed control. Orientation representation, rotation interpolation, quaternions. Object deformation approaches, 2 - D and 3 - D morphing. Forward kinematics, animation of articulated structures. Inverse kinematics. Human body animation, facial animation.
Keywords
Computer animation, Dynamics, Kinematics, Inverse Kinematics, Collision Detection
Educational Material Types
  • Slide presentations
  • Multimedia
  • Book
Use of Information and Communication Technologies
Use of ICT
  • Use of ICT in Course Teaching
  • Use of ICT in Communication with Students
Description
Course material in digital form, use of PILEAS e-learning environment.
Course Organization
ActivitiesWorkloadECTSIndividualTeamworkErasmus
Lectures842.8
Reading Assigment301
Tutorial421.4
Project692.3
Total2257.5
Student Assessment
Description
Written exam (~50%), programming assignments where students are orally examined on the outcome (~50%)
Student Assessment methods
  • Written Exam with Short Answer Questions (Summative)
  • Oral Exams (Summative)
  • Written Exam with Problem Solving (Summative)
  • Labortatory Assignment (Summative)
Bibliography
Course Bibliography (Eudoxus)
Rick Parent, Computer animation: algorithms & techniques, Morgan Kaufmann, 2002 (ή νεώτερη) Physically based modeling, SIGGRAPH 2001 Course Notes (http://www.pixar.com/companyinfo/research/pbm2001/) A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 1+2, Addison Wesley, 2003
Additional bibliography for study
Interactive Computer Graphics - A Top Down Approach with Shader-Based OpenGL, E. Angel, D. Shreiner, 6th Edition Α. Watt, M. Watt, Advanced animation and rendering techniques, Addison Wesley, 1992 K. Erleben, J. Sporring, K. Henriksen, H. Dohlmann, Physics-based Animation, Charles River Media, 2005 D. Eberly, 3D Game Engine Design, Morgan Kaufmann, 2001 I. Kerlow, The Art of 3D Computer Animation and Effects, 4th Ed., J Wiley and Sons, 2009.
Last Update
22-02-2016