Computer Animation
2010 Spring
Instructors Yu-Chi Lai
Office Hour


Week Content Notes Assignment



  • Administrative stuffs
  • Overview of the class




  • Introduction of Computer Animation
[Note]  [Extra]  [Note] 
  • CS class introduction to computer graphics
  • C++ programming skills
  • Linear algebra
  • Optimization
Main Textbook
  • CS class introduction to computer graphics
  • C++ programming skills
  • Linear algebra
  • Optimization
Reference books

Peter Shirley. Fundamentals of Computer Graphics, 3rd

  • note: the new 2nd edition is considerably different than the first - it is green (not orange).
  • You may get the "uncorrected" 1st printing. If so, please be sure to check the errata page. In fact, I recommend that you go through the book and mark the errata right away.
  • Shirley, Foundations of Computer Graphics at Amazon

Rick Patent Computer Animation, Second Edition: Algorithms and Techniques

  • This book is specifically about Animation Techniques and Algorithms. Written for graphics programmers and animators, this textbook and guide covers techniques at various levels of complexity and includes background information on the underlying mathematics and physics concepts. It outlines the history of animation, and introduces key concepts like rendering, transformation, and orientation representation. Advanced techniques are illustrated with detailed working examples. Parent teaches computer graphics and animation at Ohio State University. Annotation c. Book News, Inc., Portland, OR (

Matt Pharr and Greg Humphrey Physically Based Rendering, Second Edition: From Theory To Implementation

  • This book is specifically about physically-based rendering. From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems—there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.
  • Projects (15, 15, 15, 25% each): 70%
  • Course Review: 15%
  • Paper Presentation: 15%

This is an advanced class for Computer Graphics and it focus on the techniques used in Computer Animations.

Course Content

  • Animation History
  • Animation Rules
  • Traditional Animation: Keyframe Animation
    • Rotation representation
    • Interpolation
    • Advance Paper Review
  • Data-driven Animation
    • Forward Kinematics
    • Human Motion and Motion Capture
    • Inverse Kinematics
    • Character Animation
    • Motion Capture Data Usage
      • Motion Editting
      • Motion Blending
    • Other Applications
    • Advance Paper Review
  • Procedural animation – Physical Simulation
    • Basic Physics
    • Differential Equation
    • Particle System
    • Constrained Particle System
    • Rigid Body Simulation
    • Constrain and Collision of Rigid Body Simulation
    • Fluid Simulation
    • Advance Paper Review