Final Project
Due Dates:
03/02, 03/04, in class: Final Project Pitches
03/30: Written Proposal Submission
04/15: Final Project Checkpoint
04/29 (or final exam slot): Project and Report Submission

Grade Value: 40%


Overview:

In this assignment, you can work individually or in a group of 2-3 to implement a project you are interested in. This project should be related to some aspect of technical animation. You can choose from the topics covered in our class, or you can find other animation related topics which have appeared in SIGGRAPH or the SCA conference. We will provide you with some project ideas at the end of this handout.


Deadlines:


Submission Guidelines:

All submissions should be emailed to me at nsp at cs.cmu.edu. You should submit your written documents, slides and project according to the corresponding deadlines.


Proposal Your proposal should be a written document of approximately 2-3 pages, and should contain the following sections:

Final Report:



Final Project Ideas:

  • Extend one of the regular class projects to create effects that you didn't have time for the first time around.
  • Scale down any SIGGRAPH paper or Symposium on Computer Animation (SCA) paper that has to do with animation. You can access the papers from the ACM digital library.
  • Implement a scaled down version of Igarashi's spatial keyframing paper for interactive animation based on keyframed character poses.
  • Other sketch-based interfaces for controlling animation: create a gesture-based interface for sketching motion -- see Thorne, Burke, and van de Panne's Motion Doodles project .
  • You can create interactive animations of more general drawings as well! Check out the technique in Ngo et al's SIGGRAPH 2000 paper.
  • You might find the ODE simulation engine useful for physics-based animation projects.
  • Dig into L-systems and figure out how to animate realistic plant development.
  • Write a simple fluid simulator based on this Foster and Metaxas paper on fluidsor extend the simulator provided in this Stam paper on fluid dynamics for games
  • Simulate water by scaling down Enright et al's Animation and Rendering of Complex Water Surfaces paper.
  • Implement deformable body simulation based on Irving et al's Invertible Finite Elements For Robust Simulation of Large Deformation paper.
  • Simulate flocks using the Boids model.
  • Experiment with, analyze, and/or extend this state of the art adaptive cloth simulator.
  • Here are some other references that may be useful:Keyframing references, Puppetry references, Motion Capture references, and Simulation references.
  • More to come as we continue through the course...