Download PDF:
IAT445-2b-2012.pdf
Credit Hours: 3
Instructors:
Kyungjae Lee
Location: SFU Surrey, Room 3090
Semester: Summer 2012
Course Description:
Introduces advanced 3D computer animation and virtual world building techniques. The course integrates hands-on fundamentals with design praxis and theoretical and research concerns. Theoretical and research concerns are derived from:
- the art and design of virtual worlds for games, collaboration tools, visualization, social and embodied software
- 3D and behavioral animation techniques
Fundamentals are complemented with examples from current research and design praxis. The studio aspect of the course will include assignments focusing on specific animation and behavior modeling techniques and a team-based design project where students use their 3D animation, virtual world building skills and artistic knowledge to create an interactive 3D world, interactive game, mod, installation or an interactive 3D visualization.
Course Objectives:
Introduces advanced 3D computer animation and virtual world building techniques through hands on, team based project work, as well as review techniques and research areas in 3D computer animation and immersive environments.
Learning Outcomes:
Introduces non-programming advanced 3D computer animation and immersive VR techniques. The course mixes:
- hands-on studio-based projects
- a non-technical survey of computer animation and VR research areas
The studio track culminates in a team-based 3D project where students use their interactive, VR, 3D skills and artistic knowledge to create a linear or interactive project such as a short film, 3D world, interactive game or visualization. The conceptual track surveys current research topics in computer animation such as facial animation, behavioral animation, artificial life and interactive systems.
Delivery Method:
Lecture (LEC) and Studio Lab (STL)
Learning Activities + Evaluation:
Learning Activities:
- Build on the fundamentals of traditional, computer and immersive animation concepts and techniques.
- Utilize story-boarding, scene composition, lighting, sound track generation, scripting and video editing to produce their creative practice.
- Apply foundational and intermediate computer graphics and editing skills to their creative practice.
- Review and study advanced concepts and research within computer animation, simulation and immersive environment fields.
- Current research topics in computer animation and environments such as facial animation, avatar design, behavioral animation, artificial life and interactive systems.
Evaluation:
- Website - Critiques, Research & Writing Assignments: 30% Individual (includes role, writing and other individual work)
- Portfolio Project: 40% Team based (a final Animation or Virtual world team project)
- Participation: 10% Individual (in class, studio lab and online)
- Mid Term: 20% Individual (in class test on lecture notes)
Texts, Resources + Materials:
Required:
“Creating Games with Unity and Maya: How to Develop Fun and Marketable 3D Games” (2011) by Adam Wakins; Focal Press; ISBN 9780240818818
“The Digital Matte Painting Handbook” (2011) by David B. Mattingly; Wiley; ISBN 9780470922422
Recommended:
“Mastering Autodesk Maya 2011” (2010) by Eric Keller, Todd Palamar & Anthony Honn; Sybex; ISBN 9780470639351
References:
“CG 101: A Computer Graphics Industry Reference” by Terrence Masson
“The Art and Science of Digital Compositing: Techniques for Visual Effects, Animation and Motion Graphics” by Ron Brinkmann
“Computer Animation: Algorithms & Techniques” by Rick Parent
3D Games: Volume 1: Real-Time Rendering and Software Technology & Volume 2: Animation and Advanced Real-time Rendering by Alam Watt & Fabio Policarpo
“Learning Autodesk Maya 2010: The Modeling and Animation Handbook” (2009) by Autodesk Maya Press; Sybex; ISBN 978-1897177532
“Character Animation: 2D Skills for Better 3D” by Steve Roberts
“The Art of 3D Computer Animation and Effects” by Issac V. Kerlow
“Digital Lighting and Rendering” by Jeremy Birn
“Digital Character Animation” by George Maestri
“Game Character Development with Maya” by Anthony Ward
“Digital Modeling of Material Appearance” by Julie Dorsey, Holly Rushmeier & Francois Sillion
Prerequisites:
IAT 343 or IAT 241. Students with credit for IART 416, IART 417 or IART 418 cannot take this course for further credit.
Last Updated: March 27, 2012
These course outlines are drafts and are subject to change.


