Objectives and competences
The objective of this course is to acquaint students with tools and procedures for generation of 3D computer animation, with storing it, and with its applications.
Content (Syllabus outline)
Introduction: history, classification, principles, applications, examples, challenges and future trends of animation.
Rigid objects modelling: surface and volume models, triangular surfaces, subdivision surfaces, free-form curved surfaces.
Setting up the scene: virtual cameras, lights, materials.
Animation (introducing time as additional dimension): cel animation, keyframe animation, empirical models, scripts and procedural techniques, linear and nonlinear interpolation, functional curves, motion paths, animating lights, cameras and material parameters.
Advanced animation techniques: direct and inverse kinematics, motion dynamics, particle systems, motion capture, human body animation.
Postproduction: computer animation output, compositing and video editing.
Commercial animation software packages: survey and comparison of the most popular up-to-date geometric modellers, 3D computer animation and postproduction packages.
Learning and teaching methods
• lectures,
• tutorials,
• lab work,
• individual student work.
Intended learning outcomes - knowledge and understanding
• demonstrate knowledge about the history of animation development,
• list and summarise applications and manners of using computer animation,
• use at least one of popular uptodate commercial animation packages for production of a simple computer animation,
• list, explain and compare different raster image and digital video file formats,
• use different techniques to determine spatial movement of 3D objects,
• demonstrate and apply understanding of elements of virtual 3D scene and principles of setting up the scene
Intended learning outcomes - transferable/key skills and other attributes
• Communication skills: oral manner of expression at lab work defense, written manner of expression at written examination.
• Use of information technology: use of computer animation packages for production of a 3D animation.
• Problem solving: selection of proper software functionality and settings for modelling, animation and optimised rendering of given animation scenarios.
Readings
• R. Williams: The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators, Faber & Faber, 2012.
• M. O’Rourke, Principles of Three-Dimensional Computer Animation: Modeling, Rendering, and Animating With 3d Computer Graphics, 3rd Edition, W. W. Norton & Company, New York, 1995.
• I. V. Kerlow: The Art of 3-D Computer Animation and Effects, Fourth Edition, John Wiley & Sons, Hoboken, New Jersey, 2009.
• R. Brinkmann, The Art and Science of Digital Compositing, 2nd Edition, Morfan Kaufmann Publishers, Burlington, ZDA, 2008.
Prerequisits
Knovwledge of Geometric Modelling and Computer Graphics.
Additional information on implementation and assessment The written exam may be replaced by continuous knowledge testing and assessment.