Core Module Information
Module title: Physics-Based Animation

SCQF level: 09:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: SET09119
Module leader: Babis Koniaris
School School of Computing
Subject area group: Computer Science
Prerequisites

Programming experience and fundamental understanding of linear algebra and calculus is assumed. Some background in computer graphics is helpful. (2 out of the 3 prerequisite modules are mandatory).

To study this module you will need the learning equivalent to the module listed or to have passed this module:

Module code: SET07106, SET07109, SET08116

Programming experience and fundamental understanding of linear algebra and calculus is assumed. Some background in computer graphics is helpful. (2 out of the 3 prerequisite modules are mandatory).

Examples of equivalent learning: An understanding of development/ software engineering to an advanced level as indicated by study at degree level

Description of module content:

This module aims to provide students with a strong formal underpinning of physics-based animation techniques for usage in real world software development problems. Integrating recent research principles and practical techniques with existing software development skills, the student will learn to reason and develop physics-based effects in a correct and reliable fashion. The module itself is formed around physics-based technologies which can be integrated into real-time interactive environments, such as games. The formal model of component / object based techniques, with an underpinning in formal physics-based principles.

This module introduces students to computer animation and related simulation techniques, as applicable to computer games, virtual reality systems, and film special effects. Efficient numerical methods for simulating a variety of visually interesting physical phenomena will be discussed in the context of both interactive and offline simulation. Topics include deformable objects (i.e. solids and cloths), fluids, character rigging, quaternions, inverse kinematics, motion capture, sound simulation, collision detection, rigid body dynamics, and GPU programming.

The module covers the following topics:

Finite Element Methods
Finite Difference Methods
Collision Detection & Response
Stability and Implicit Integration
Smoothed Particle Hydrodynamics
Model Reduction Techniques
Simulation Control
Particle Systems
Deformable Solids & Fracturing
Cloth & Thin Shells
Smoke & Explosions
Liquids
Rigid Bodies
Hair

Learning Outcomes for module:

Upon completion of this module you will be able to

LO1: Demonstrate a working knowledge of physics-based programming methods.

LO2: Design and Implement an application that utilises 3D physics-based simulation techniques.

LO3: Analyse, develop, and debug a variety of physics-based simulations.

LO4: Critically evaluate theoretical and conceptual ideas in 3D physics-based programming.

Subject Benchmark Statement:

The course conforms to specification standards set out by the QAA for the awarded qualification at the given level in terms of attributes and capabilities (i.e., Subject benchmark statement: Computing).

The details of the QAA Benchmark statement for Computing can be found at:
http://www.qaa.ac.uk/Publications/InformationAndGuidance/Pages/Subject-benchmark-statement-Computing.aspx

Full Details of Teaching and Assessment
2022/3, Trimester 1, Face-to-Face, Edinburgh Napier University
VIEW FULL DETAILS
Occurrence: 001
Primary mode of delivery: Face-to-Face
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Babis Koniaris
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
Learning & Teaching methods including their alignment to LOs
Blended approach within lab-based practicals, tutorials and lectures. Lab work supported by VLE resources highlighting discussion and reflection points, with further directed study. Labs supported by case study work, with specific games implemented. Students are encouraged to collaborate during these sessions. Lectures are one hour, and will cover the design, development and technologies involved in physics-based development, linked to the individual technologies covered in the practical sessions. Lectures are supported by directed study and discussion points within Moodle. Guest lecturers from the research community and members of industry will also occur providing the students with insight into the workings of the game industry. The tutorials cover the fundamental mathematics and physics underpinning physics-based simulation programming.
The lab based practical sessions are aligned with LOs 1, 2 and 3. The practical sessions provide the necessary hands-on skills required for games development and in particular the focus shall be upon the development of a real world physics simulation prototype. These skills are demonstrated via the practical coursework.
The lectures are designed to align with LOs 1 and 2. The lectures provide a broad understanding of different technologies in physics, such as rigid bodies, particles and cloth effects.
The tutorial sessions align with LO 4. The tutorials cover the fundamental mathematics required for physics-based development.


Formative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Summative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Tutorial 24
Face To Face Practical classes and workshops 24
Independent Learning Guided independent study 128
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Practical 100 1, 2, 3, 4 15 HOURS= 128, WORDS= 0
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Indicative References and Reading List - URL:
Contact your module leader