| 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 |
| 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 |
| 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 |
- 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.