CSE 3541
Transcript Abbreviation:
Comp Game Animatn
Course Description:
Fundamental algorithms and mathematics in production of computer animation and video games, emphasizing control and rendering of animated characters.
Course Levels:
Undergraduate (1000-5000 level)
Designation:
Elective
General Education Course
(N/A)
Cross-Listings
(N/A)
Credit Hours (Minimum if “Range”selected):
3.00
Max Credit Hours
(N/A)
Select if Repeatable:
Off
Maximum Repeatable Credits
(N/A)
Total Completions Allowed
(N/A)
Allow Multiple Enrollments in Term:
No
Course Length:
14 weeks (autumn or spring)
12 weeks (summer only)
Off Campus:
Never
Campus Location:
Columbus
Instruction Modes:
In Person (75-100% campus; 0-24% online)
Prerequisites and Co-requisites:
Prereq: 3901, 3902, or 3903; and enrollment in CSE, CIS, Music (BS), or ECE major.
Electronically Enforced:
No
Exclusions:
Not open to students with credit for 5541.
Course Goals / Objectives:
Be competent with basic interpolation techniques, speed control along a path, and automatic banking into curves along a path
Be competent with forward and inverse kinematics or articulated linkages
Be competent with physics-based animation
Be competent with behavioral animation
Be competent with the generation and processing of sound in games and animation
Be competent with the use of AI techniques in games
Be competent with software architectures for computer games
Be competent with the concept of a rendering pipeline and graphics state
Be competent with hierarchical scene graphs and hierarchical animation
Be familiar with computational issues associated with computer animation
Be familiar with control devices for computer games and framework support for event notification
Be exposed to computer animation production technology
Be exposed to motion capture technology and its use in computer animation
Be exposed to the history of animation and computer animation
Check if concurrence sought:
No
Contact Hours:
Topic | LEC | REC | LAB | LAB Inst |
---|---|---|---|---|
Overview, history, and foundation of computer games and computer animation | 2.0 | 0.0 | 0.0 | 0 |
Matrices and transformations | 1.0 | 0.0 | 0.0 | 0 |
Path-based animation; linear, cubic interpolation; splines, path following; acceleration, speed control; ease-in/ease-out; orientation rep., interpolation; quaternions, path following; Frenet Frame, banking, interpolation-based animation | 3.0 | 0.0 | 0.0 | 0 |
Hierarchical modeling and animation: inverse kinematics, other IK techniques | 3.0 | 0.0 | 0.0 | 0 |
Review of numerical integration | 2.0 | 0.0 | 0.0 | 0 |
Constrained motion: ground clamping, collision detection, constrained physics | 1.0 | 0.0 | 0.0 | 0 |
Review of physics: gravity, friction, rigid body, spring-mass systems, particle systems, collision response | 3.0 | 0.0 | 0.0 | 0 |
Human figure animation: anatomy, biomechanics | 3.0 | 0.0 | 0.0 | 0 |
Mocap, including visit to mocap lab; motion databases | 2.0 | 0.0 | 0.0 | 0 |
Behavioral animation: flocking, prey-predator model | 2.0 | 0.0 | 0.0 | 0 |
Crowd modeling: cellular and continuous models | 1.0 | 0.0 | 0.0 | 0 |
Flexible body animation: non-uniform scaling, spring-mass-damper systems, blend shapes | 3.0 | 0.0 | 0.0 | 0 |
Efficient and effective basic human motion modeling: reaching, grasping, walking/running, expressions, speech | 3.0 | 0.0 | 0.0 | 0 |
Sound: physically based, sound effects | 2.0 | 0.0 | 0.0 | 0 |
Rendering overview: models, textures, lights and cameras | 6.0 | 0.0 | 0.0 | 0 |
Overview of AI in computer games | 2.0 | 0.0 | 0.0 | 0 |
Scene management using octrees and cells and portals | 3.0 | 0.0 | 0.0 | 0 |
Total | 42 | 0 | 0 | 0 |
Grading Plan:
Letter Grade
Course Components:
Lecture
Grade Roster Component:
Lecture
Credit by Exam (EM):
No
Grades Breakdown:
Aspect | Percent |
---|---|
Lab assignments | 60% |
Midterm | 15% |
Final | 25% |
Representative Textbooks and Other Course Materials:
Title | Author | Year |
---|---|---|
Computer Animation: Algorithms & Techniques | Rick Parent |
ABET-CAC Criterion 3 Outcomes:
Outcome | Contribution | Description |
---|---|---|
1 | Substantial contribution (3-6 hours) | Analyze a complex computing problem and to apply principles of computing and other relevant disciplines to identify solutions. |
2 | Significant contribution (7+ hours) | Design, implement, and evaluate a computing-based solution to meet a given set of computing requirements in the context of the program’s discipline. |
3 | Some contribution (1-2 hours) | Communicate effectively in a variety of professional contexts. |
4 | Substantial contribution (3-6 hours) | Recognize professional responsibilities and make informed judgments in computing practice based on legal and ethical principles |
6 | Significant contribution (7+ hours) | Apply computer science theory and software development fundamentals to produce computing-based solutions. |
ABET-ETAC Criterion 3 Outcomes
(N/A)
ABET-EAC Criterion 3 Outcomes:
Outcome | Contribution | Description |
---|---|---|
1 | Substantial contribution (3-6 hours) | an ability to identify, formulate, and solve complex engineering problems by applying principles of engineering, science, and mathematics |
2 | Significant contribution (7+ hours) | an ability to apply engineering design to produce solutions that meet specified needs with consideration of public health, safety, and welfare, as well as global, cultural, social, environmental, and economic factors |
3 | Some contribution (1-2 hours) | an ability to communicate effectively with a range of audiences - pre-2019 EAC SLO (g) |
4 | Substantial contribution (3-6 hours) | an ability to recognize ethical and professional responsibilities in engineering situations and make informed judgments, which must consider the impact of engineering solutions in global, economic, environmental, and societal contexts |
6 | Substantial contribution (3-6 hours) | an ability to develop and conduct appropriate experimentation, analyze and interpret data, and use engineering judgment to draw conclusions |
7 | Substantial contribution (3-6 hours) | an ability to acquire and apply new knowledge as needed, using appropriate learning strategies |
Embedded Literacies Info
(N/A)
Attachments
(N/A)
Additional Notes or Comments
(N/A)