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1 - 3 of 3 results for: CS 148

CS 148: Introduction to Computer Graphics and Imaging

Introductory prerequisite course in the computer graphics sequence introducing students to the technical concepts behind creating synthetic computer generated images. Begins with OpenGL/scanline rendering including discussions of underlying mathematical concepts including triangles, normals, interpolation, texture/bump mapping, etc. Importantly, the course will discuss handling light/color for image formats, computer displays, printers, etc., as well as how light interacts with the environment, constructing engineering models such as the BRDF, and various simplifications into more basic lighting and shading models. Ray tracing is introduced and compared to real world cameras to illustrate various concepts, and both anti-aliasing and acceleration structures are discussed. The final class mini-project consists of building out a ray tracer to create visually compelling images. Starter codes and code bits will be provided to aid in development, but this class focuses on what you can do with the code as opposed to what the code itself looks like. Therefore grading is weighted toward in person "demos" of the code in action - creativity and the production of impressive visual imagery are highly encouraged/rewarded. Prerequisites: CS 107, MATH 51.
Terms: Aut | Units: 3-4 | UG Reqs: GER:DB-EngrAppSci, WAY-CE

CS 348C: Computer Graphics: Animation and Simulation

Core mathematics and methods for computer animation and motion simulation. Traditional animation techniques. Physics-based simulation methods for modeling shape and motion: particle systems, constraints, rigid bodies, deformable models, collisions and contact, fluids, and fracture. Animating natural phenomena. Methods for animating virtual characters and crowds. Additional topics selected from data-driven animation methods, realism and perception, animation systems, motion control, real-time and interactive methods, and multi-sensory feedback. Recommended: CS 148 and/or 205A. Prerequisite: linear algebra.
Terms: Win | Units: 3

CS 348E: Character Animation: Modeling, Simulation, and Control of Human Motion

This course introduces technologies and mathematical tools for simulating, modeling, and controlling human/animal movements. Students will be exposed to integrated knowledge and techniques across computer graphics, robotics, machine learning and biomechanics. The topics include numerical integration, 3D character modeling, keyframe animation, skinning/rigging, multi-body dynamics, human kinematics, muscle dynamics, trajectory optimization, learning policies for motor skills, and motion capture. Students who successfully complete this course will be able to use and modify physics simulator for character animation or robotic applications, to design/train control policies for locomotion or manipulation tasks on virtual agents, and to leverage motion capture data for synthesizing realistic virtual humans. The evaluation of this course is based on three assignments and an open-ended research project. Prerequisite: CS 148.
Terms: Spr | Units: 3
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