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Computer-Graphics-Notes

Hi, this is my computer graphics journey!
This is my journey with computer graphics, including related courses, books, tutorials, articles, blogs, resources, researcher homepages, lab homepages, open source project, website, etc. which I think useful and my own study notes and paper notes. I will record how I start to learn computer graphics! Fighting!

Courses

Title Description Assignments
GAMES103: Intro to Physics-Based Animation This course introduces fundamental physics-based computer animation techniques across four tracks: rigid body, particle springs, finite element-based elastomer, and fluid simulations.
CIS563: Physics-based Animation This course introduces students to common physically based simulation techniques for the animation of fluids and gases, rigid and deformable solids, cloth, explosions, fire, smoke, virtual characters, and other systems. Physically based simulation techniques allow for the creation of extremely realistic special effects for movies, video games, and surgical simulation systems. We will learn state-of-the-art techniques that are commonly used in current special effects and animation studios and in the video games community. To gain hands-on experience, students will implement basic simulators for several systems. The topics will include Particle Systems, Mass spring systems, Deformable Solids & Fracture, Cloth, Explosions & Fire, Smoke, Fluids, Deformable active characters, Simulation and control of rigid bodies, Rigid body dynamics, Collision detection and handling, Simulation of articulated characters, Simulated characters in games.
Physics-Based Animation In Physics-Based Animation we will learn how to develop algorithms that produce visually compelling representations of physical systems. We will learn the underlying continuous mathematics describing the motion of physical objects, explore how to discretize them, and how to solve the resulting discrete equations quickly and robustly. github

Paper Notes

Title Year Notes
Fast Simulation of Mass-Spring Systems 2013 Note & Code
Meshless Deformations Based on Shape Matching 2005 Note
Particle-Based Fluid Simulation for Interactive Applications 2003 Note
Physically Based Modeling 2001 1. Particle Dynamics 2. Rigid Simulation: Part I 3. Rigid Simulation: Part II
FLUID SIMULATION 2007
FEM Simulation of 3D Deformable Solids 2012 Note
Position Based Fluids 2013
Position Based Dynamics 2007 Note
XPBD: Position-Based Simulation of Compliant Constrained Dynamics 2016 Note
A Survey on Position-Based Simulation Methods in Computer Graphics 2014 Note
Large Steps in Cloth Simulation 1998 Note
Adaptive cloth simulation using corotational finite elements 2013
An Introduction to Physics-based Animation 2018 This 2018 SIGGRAPH course by Bargteil and Shinar introduces and explains math equations and algorithms needed to implement basic collision dynamics for physically animated objects.
Tutorial of the Marker and Cell Method in Computer Graphics

Books

Title Description
Fundamentals of Computer Graphics
Fluid Simulation for Computer Graphics
Foundations of Physically Based Modeling and Animation
The Matrix Cookbook
Numerical Methods for Evolutionary Differential Equations
Numerical Algorithms: Methods for Computer Vision, Machine Learning, and Graphics 2015
Introduction to Continuum Mechanics 2020

C++ Libraries

  • imgui: mmediate Mode Graphical User Interface with minimal dependencies.
  • assimp: Open Asset Import Library (assimp) is a cross-platform 3D model import library which aims to provide a common API for different 3D asset file formats.
  • GLFW: A simple, cross-platform OpenGL wrangling library.
  • libigl: Simple C++ geometry processing library.

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