Techniques for Interactive Animated Characters

Instructor:
Prof. Bruce Blumberg
MIT Media Lab, E15-311
bruce@media.mit.edu
253-9832

Course Administrator:
Agnieszka Meyro
ameyro@media.mit.edu

Course Units: 0-12-0

Meeting time:
Tuesdays 1:00 - 3:00pm
Room E15-468H

Prerequisites:
Permission of the instructor required. Limited to 10 students.


Syllabus and Reading List
Questions to Think About


Course Description:
This course will review the leading research into building interactive 3D animated characters. Each week we will explore a specific topic, drawing on current research as published in research publications such as the Siggraph Proceedings. Topics will include: lessons from classical character animation, modeling techniques for expressive movement including forward and inverse kinematics and physically based modeling, use of motion capture data to derive models of motion, motor learning using genetic algorithms, behavioral models of control, synthetic perception, and special problems such as grasping and facial animation.

Equally important, we intend to use the class to "tune up our eyes" and better understand traditional techniques for conveying emotional state in animated characters. That is, what are the set of emotions we want our characters to express and for each emotion how best to convey it? More generally, what are the "tricks of the trade" that traditional animators use to convey the intentionality and motivational state of their characters?

What is expected:
The course will be run as a seminar in which each student will be responsible for presenting one or more papers from the reading list, as well as leading the class discussion on the paper. The student will also be responsible for doing a final project which will be presented on the final day of class. Students will be encouraged to use the project as an opportunity to build a complete, albeit simple, interactive character. In addition to the readings, each week we will pick an emotion, or expressive movement to analyze the following week. Each student will then be responsible for finding and analyzing an example of that emotion being conveyed by an animated character. We will spend the first part of each class discussing the examples presented by the students. Each student should bring the example (i.e. the video clip) to class and be prepared to present their analysis.

Students will be encouraged to collaborate on all projects and presentations. The grade will be based on class participation and presentation of papers (30%), presentation and analysis of examples (20%) and the final project (50%).

Please note that students are pretty much on their own in terms of computing and modeling resources.


All pictures are copyright Aardman Animations.