Course Lecturers
Dr. Veronica Sundstedt
Em: sundstev AT cs.tcd.ie | Location: 0.45 Lloyd Institute
Dr. John Dingliana
Em: John.Dingliana AT cs.tcd.ie | Location: 0.41 Lloyd Institute
Graphics Vision and Visualization Group [GV2]
Department of Computer Science [CS]
Course Description
This course will provide students with a deep understanding of the theory
and techniques behind real time motion generation. The students will learn
to fully understand the architecture and components of a motion pipeline
that would be employed in a typical game. They will develop a deep
understanding of motion representations and how motions may be processed
in real-time. The module will also cover procedural motion generation and
in particular basic rigid body dynamics and the mechanics of deformable
systems. Students will learn how to build a real-time rigid body simulation
system for convex polyhedra and to integrate this within a game engine.
Assessment
The course will be fully assesed based on coursework. There will be on-going
continuous assessment as well as a number of assignments including one major
assignment later in the year.
Lecture Notes and Assignments
Notes and assignments from will be linked below. We will try to post them
here as soon as they are available. However, if you need them urgently, and don't find them here, please contact the relevant lecturer.
N.B. You may be asked to enter a password for some of these slides.
If so, just use your CS username and password to log-in. If you have problems, email John.Dingliana AT cs.tcd.ie. Apologies for any inconvenience.
Last years webpage: HERE
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Lecture 1: Introduction [UPDATED 13/10/2008]
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[4.5Mb]
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Lecture 2: Particle Systems
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[1Mb]
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Lab > Gamelab Intro - Deploying XNA apps on Xbox
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Lecture 3: Rigid Bodies > Collision Detection > Bounding volume hierarchies
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[2.5Mb]
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Lab > Particle Systems Demos
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Lecture 4: Rigid Bodies > Simulation
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[1.1Mb]
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Lecture 5: Rigid Bodies > Collision Response
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[1.8Mb]
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Lecture 6: Rigid Bodies > Contact Modelling + Narrow Phase
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[2.3Mb]
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Lab [07/11/2008] > Rigid Body Representation
----------lab handout
[92kb]
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Lecture 7: Rigid Bodies > Mulitiple Contact Resolution
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[1.2Mb]
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Lecture 8: Deformable Objects Introduction
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[.7Mb]
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Lab [21/11/2008] > Rigid Body Collision Detection
----------lab handout
[80kb]
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Lecture 9: Deformable Objects II
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[1.2Mb]
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Matthias Muller - Siggraph 2008: Notes (Chapters 3-5) [URL], Slides:
[URL]
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Lecture 10: Physics Roundup
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[2.6Mb]
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Lab [28/11/2008] > Rigid Body Collision Response
----------lab handout
[102kb]
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Assignment 1: Particle systems. Due 25th October [PDF]
Assignment 2: Rigid Body Dynamics. Due 26th November [PDF]
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[01/12/2008] Animation Intro
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[1.1Mb]
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[05/12/2008] CS7033 Major Project (Animation and Physics)
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[0.4Mb]
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For further animation notes, please see Veronica's homepage: https://www.cs.tcd.ie/Veronica.Sundstedt/.
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Required Readings from the course
Baraff, D., Wikin, A. and Kass, M. "Physically Based Modelling - Siggraph 2001 Pixar Coursenotes"
- Lecture B: Differential Equation Basics [URL]
- Lecture C: Particle Simulation [URL]
- Lecture G: Rigid Body Dynamics [URL]
Mueller, M., James, D., Thuerey, N., Stam, J. "Realtime Physics - Siggraph 2008 Course Notes"
- Notes (Chapters 3-5) [URL]
- Matthias Muller Slides: Introduction / Deformable objects [URL]
Recommended Readings
Books referenced in the course:
- Erleben, K. Sporring, J. Henriksen, K. and Dohlman, H. "Physics-based Animation", Charles River Media, 2005, ISBN: 1584503807
- Eberley, D. "Game Physics". Morgan Kaufmann, 2003. ISBN: 1558607404
Important Papers (not a complete list):
- "Particle Systems - A technique for Modelling a Class of Fuzzy Objects", Reeves, W.T. (Lucasfilm Ltd.),
Computer Graphics, Vol 17, No. 3, Siggraph 1983 Proceedings. 359-376. 1983. [paper][slides(not from the original presentation)]
- "Approximating Polyhedra with Spheres for
Time-Critical Collision Detection", P. Hubbard, ACM Transactions on Graphics, 15(3). 1996. [paper]
Useful Resources:
- Pixar Course (Siggraph 2001) on Physically Based Modelling [URL]
- Real-time Physics Course (Siggraph 2008) [URL]
- Fluid Simulation Course (Siggraph 2007) including Game Fluids by M. Mueller: [URL]
- Geometric Tools (resources from Wild Magic Real-time 3D engine including LCP solver, containment, physics): http://www.geometrictools.com/
- Sphere Tree Resources by Gareth Bradshaw (code, binaries and
papers): http://isg.cs.tcd.ie/spheretree
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