BCA613 - COMPUTER ANIMATION I
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
COMPUTER ANIMATION I | BCA613 | Any Semester/Year | 3 | 0 | 3 | 7.5 |
Prequisites | - | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Drill and Practice | |||||
Instructor (s) | - | |||||
Course objective | The course presents topics in computer animation starting from the user level, working through fundamental algorithms such as in key-frame animation, inverse kinematic and practical implementations. | |||||
Learning outcomes |
| |||||
Course Content | Principles of traditional animation, Production pipeline; 3D Transformations; parametric curves ; Interpolation and motion; Orientation, Quarternian Interpolation; Dynamics and kinematics and inverse kinematics, | |||||
References | ? Computer Animation: Algorithms and Techniques, second edition, Rick Parent, Morgan Kaufmann, ISBN-13: 978-0125320009 ? Some papers |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Principles of animation, computer animation production tasks |
Week 2 | Spaces and Transformations |
Week 3 | Orientation representation |
Week 4 | Interpolation, Controlling the motion of a Point |
Week 5 | Quarternions |
Week 6 | Key-Frame Animation |
Week 7 | Three dimensional shape interpolation |
Week 8 | Morphing |
Week 9 | Hierarchical Modeling |
Week 10 | Forward Kinematic, Inverse Kinematic |
Week 11 | Inverse Kinematic |
Week 12 | Motion Capture |
Week 13 | Paper Presentations |
Week 14 | Paper Presentations |
Week 15 | |
Week 16 | Final exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 0 | 5 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 2 | 20 |
Presentation | 1 | 35 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 0 | 0 |
Final exam | 1 | 40 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 60 |
Percentage of final exam contributing grade succes | 0 | 40 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 5 | 70 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 1 | 26 | 26 |
Homework assignment | 2 | 12 | 24 |
Midterms (Study duration) | 0 | 0 | 0 |
Final Exam (Study duration) | 1 | 25 | 25 |
Total Workload | 32 | 71 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest