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Computer Animation
CS 4392
Erik Jonsson School of Engineering and Computer Science
Introduction to traditional animation. Kinematics of motion. Key framing. Coordinate systems and transformations (review), Euler angles and Quaternions, Catmull Rom and B-Splines, Advanced Key framing, articulated figures (forward kinematics), human and animal modeling (soft tissue, skin, etc.). Facial animation (parametric). Physically based modeling (rigid, collision detection). Physically based modeling (deformable). Behavioral and heuristic models. Algorithmic animation. Optimization techniques. Animation languages and systems. Motion capture and real time control. Virtual reality and animation. Rendering and temporal aliasing. 2D and 3D morphing. 3D modeling. 3 credit hours.
Prerequisites: MATH 2418 and (CE 3345 or CS 3345 or SE 3345) or equivalent.
Offering Frequency: Each year
Grades: 438
Median GPA: A-
Mean GPA: 3.125
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Computer Animation
CS 4392
Erik Jonsson School of Engineering and Computer Science
Introduction to traditional animation. Kinematics of motion. Key framing. Coordinate systems and transformations (review), Euler angles and Quaternions, Catmull Rom and B-Splines, Advanced Key framing, articulated figures (forward kinematics), human and animal modeling (soft tissue, skin, etc.). Facial animation (parametric). Physically based modeling (rigid, collision detection). Physically based modeling (deformable). Behavioral and heuristic models. Algorithmic animation. Optimization techniques. Animation languages and systems. Motion capture and real time control. Virtual reality and animation. Rendering and temporal aliasing. 2D and 3D morphing. 3D modeling. 3 credit hours.
Prerequisites: MATH 2418 and (CE 3345 or CS 3345 or SE 3345) or equivalent.
Offering Frequency: Each year
Grades: 438
Median GPA: A-
Mean GPA: 3.125
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