An Introduction to Physics-based Animation
TimeMonday, 13 August 20189am - 12:15pm
LocationEast Building, Ballroom A, Vancouver Convention Centre
DescriptionPhysics-based
animation has emerged as a core area of computer graphics finding
widespread application in the film and video game industries as well as
in areas such as virtual surgery, virtual reality, and training
simulations. This course will introduce students and practitioners to
fundamental concepts in physics-based animation, placing an emphasis on
breadth of coverage and providing a foundation for pursuing more
advanced topics and current research in the area. The course will focus
on imparting practical knowledge and intuitive understanding rather
than providing detailed derivations and the underlying mathematics. The
course is suitable for someone with no background in physics-based
animation---the only prerequisites will be basic calculus, linear
algebra, and introductory physics. Despite the importance of the topic,
a course broadly covering physics-based animation hasn’t been offered
since 2003.
The topics we will cover will begin with a simple, and complete, example of a mass-spring, introducing the principles behind physics-based animation: mathematical modeling and numerical integration. From there we will systematically present the mathematical models commonly used in physics-based animation beginning with Newton’s Laws of Motion and conservation of mass, momentum, and energy and then describing the underlying mathematics for animating rigid bodies, soft bodies, and fluids. Then we will describe how these continuous models are discretized in space and time, covering Lagrangian and Eulerian formulations, spatial discretizations and interpolation, and explicit and implicit time integration. In the final section, we will discuss commonly used constraint formulations and solution methods.
The topics we will cover will begin with a simple, and complete, example of a mass-spring, introducing the principles behind physics-based animation: mathematical modeling and numerical integration. From there we will systematically present the mathematical models commonly used in physics-based animation beginning with Newton’s Laws of Motion and conservation of mass, momentum, and energy and then describing the underlying mathematics for animating rigid bodies, soft bodies, and fluids. Then we will describe how these continuous models are discretized in space and time, covering Lagrangian and Eulerian formulations, spatial discretizations and interpolation, and explicit and implicit time integration. In the final section, we will discuss commonly used constraint formulations and solution methods.
Level Beginner
Prerequisites Linear Algebra, Calculus, Introductory Physics
Intended Audience Beginning PhD students and industry professionals
Contributor/Moderator
Adam Bargteil
University Of Maryland, Baltimore County
Panelist/Lecturer
Tamar Shinar
University of California, Riverside
Contributor/Moderator
Adam Bargteil
Panelist/Lecturer
Tamar Shinar
Event Type
Course