Programmes

BACHELOR OF SCIENCE IN SOFTWARE ENGINEERING

SENG 31563

DATA STRUCTURES AND ALGORITHMS FOR GAME ANIMATION

Status : Elective Pre-requisite : SENG 22642 Co-requisite : None

 

On completion of this course, the student should be able to:

  • Examine various modelling techniques used in digital animation and games
  • Describe algorithms used in digital animation and games
  • Use data structures and algorithms in digital animation and games.

Spaces and transformations, orientation representation, interpolation, controlling the motion of a point along a curve, interpolation of orientations, working with paths, animation languages, deforming objects, three dimensional shape interpolation, morphing, hierarchical modelling, forward kinematics, inverse kinematics, motion capture, spring animation, particle systems, rigid body simulations, enforcing hard and soft constraints, modelling and animating human figures, facial animation, behavioural animation, special models for animation.

Random numbers, linear congruential method, discrete finite distributions, random shuffling, creating game world, starmap generation, terrain generation, rank adjustment tournaments, elimination tournaments, scoring tournaments, game trees, minimax, alpha-beta pruning, path finding, finite state machines, modelling uncertainty.

Lectures, self-study assignments and group work.

End of course unit examination and continuous assessment.

  1. Parent, R (2012). Computer Animation Algorithms and Techniques. Elsevier
  2. Smed, J and Hakonen, H (2006). Algorithms and Networking for Computer Games. John Wiley & Sons
  3. Sherrod, A (2007). Data Structures and Algorithms for Game Developers. Thomson Learning Inc.

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