Credit: Mauricio Mutai, Angelina Risi, and Brian Tong
Prerequisites: At least one year of programming experience prior. Knowledge of basic data structures, tree traversal algorithms, linear algebra, and C-like languages is useful, but not required.
This course focuses on programming the essential mathematical and geometric concepts underlying modern computer graphics. Using 3D interactive implementations, it covers fundamental topics such as mesh data structures, transformation sequences, rendering algorithms, and curve interpolation for animation. Students are also introduced to two programming languages widely used in the computer graphics industry: C++ and GLSL. The curriculum is heavily project-based, and culminates in a group project focused on building an interactive first-person world exploration application using the various real-time interaction and rendering algorithms learned throughout the semester. Offered in fall.
Credit: Hanming Zhang (CIS 561 2017)
Prerequisites: A working knowledge of C++ programming is required (one year programming experience in general). Knowledge of vector geometry is useful.
This course is designed to provide a comprehensive overview to computer graphics techniques in 3D modeling, image synthesis, and rendering. Topics cover: geometric transformations, geometric algorithms, software systems, 3D object models (surface, volume and implicit), visible surface algorithms, image synthesis, shading, mapping, ray tracing, radiosity, global illumination, sampling, anti-aliasing, Monte Carlo path tracing, and photonmapping. Offered in spring.
Credit: Matt Jones
Prerequisite(s): Previous exposure to major concepts in linear algebra (i.e. vector matrix math), curves and surfaces, dynamical systems (e.g. 2nd order mass-spring-damper systems) and 3D computer graphics has also been assumed in the preparation of the course materials.
This course covers core subject matter common to the fields of robotics, character animation and embodied intelligent agents. The intent of the course is to provide the student with a solid technical foundation for developing, animating and controlling articulated systems used in interactive computer games, virtual reality simulations and high-end animation applications. The course balances theory with practice by "looking under the hood" of current animation systems and authoring tools and exams the technologies and techniques used from both a computer science and engineering perspective. Topics covered include: geometric coordinate systems and transformations; quaternions; parametric curves and surfaces; forward and inverse kinematics; dynamic systems and control; computer simulation; keyframe, motion capture and procedural animation; behavior-based animation and control; facial animation; smart characters and intelligent agents.
Credit: Mauricio Mutai, Angelina Risi, and Brian Tong
Prerequisites: Prerequisite(s): Senior standing or permission of instructor.
The goal of this course is to provide an opportunity for seniors to define, design, and execute a project of their own choosing that demonstrates the technical skills and abilities that they have acquired during their 4 years as undergraduates. Evaluation is based on selecting an interesting topic, completing appropriate research on the state of the art in that area, communicating your objectives in writing and in presentations, accurately estimating what resources will be required to complete your chosen task, coding necessary functionality, and executing your plan.
Prerequisite(s): Students should have a good knowledge of object-oriented programming (C++) and basic familiarity with linear algebra and physics. Some background in computer graphics is helpful.
This course introduces students to common physically based simulation techniques for animation of fluids and gases, rigid and deformable solids, cloth, explosions, fire, smoke, virtual characters, and other systems. Physically based simulation techniques allow for creation of extremely realistic special effects for movies, video games and surgical simulation systems. We will learn state-of-the-art techniques that are commonly used in current special effects and animation studios and in video games community. To gain hands-on experience, students will implement basic simulators for several systems. The topics will include: Particle Systems, Mass spring systems, Deformable Solids & Fracture, Cloth, Explosions & Fire, Smoke, Fluids, Deformable active characters, Simulation and control of rigid bodies, Rigid body dynamics, Collision detection and handling, Simulation of articulated characters, Simulated characters in games. The course is appropriate for both upper level undergraduate and graduate students.
Credit: Jian Ru
Prerequisite(s): Prerequisites: Basic understanding of 3D graphics and animation principles, prior exposure to scripting and programming languages such as Python, C and C++.
The intent of the course is to provide students with a solid theoretical understanding of the core creative principles, concepts, and game play structures/schemas underlying most game designs. The course also will examine game development from an engineering point of view, including: game play mechanics, game engine software and hardware architectures, user interfaces, design documents, play-testing and production methods.
Credit: Jian Ru
Prerequisite(s): Prerequisite: CIS 460 or CIS 560, and familiarity with computer hardware/systems. The hardware/systems requirement may be met by CIS 501; or CIT 593 and 595; or CIS 240 (with CIS 371 recommended); or equivalent coursework.
This course examines the architecture and capabilities of modern GPUs. The graphics processing unit (GPU) has grown in power over recent years, to the point where many computations can be performed faster on the GPU than on a traditional CPU. GPUs have also become programmable, allowing them to be used for a diverse set of applications far removed from traditional graphics settings. Topics covered include architectural aspects of modern GPUs, with a special focus on their streaming parallel nature, writing programs on the GPU using high level languages like Cg and BrookGPU, and using the GPU for graphics and general purpose applications in the area of geometry modeling, physical simulation, scientific computing and games. Students are expected to have a basic understanding of computer architecture and graphics, and should be proficient in OpenGL and C/C++.
This course is appropriate as an upper-level undergraduate CIS elective. Undergraduates who have satisfied the prerequisites are welcome to enroll. No permission from the instructor is needed.
Credit: Lan Lou (CIS 566 2019)
Sprawling cities, dense vegetation, infinite worlds - procedural graphics empower technical artists to quickly create complex digital assets that would otherwise be unfeasible. This course is intended to introduce the algorithmic foundations of procedural modeling, texturing and animation techniques, and to offer hands-on experience designing and implementing "visual recipes" in original graphics projects by applying these methods. Students should have a strong interest in both the creative and technical aspects of computer graphics, as well as a solid programming background.
Credit: Zhenghan Mei, Zihao Feng, and Wang Suyang
Prerequisite(s): CIS462/562: Computer Animation, CIS277 or CIS460/560: Computer Graphics Co-requisites: CIS564: Computer Game Design and Development
The objective of the game design practicum is to provide students with hands on experience designing and developing 3D computer games. Working in teams of three or four, students will brainstorm an original game concept, write a formal game design document then develop a fully functional prototype consisting of a playable level of the game. In addition to creation of original art and animation assets for the game, technical features to be designed and implemented include a novel game mechanic and/or user interaction model, game physics (i.e. particle systems and rigid body dynamics), character animation, game AI (i.e. movement control, path planning, decision making, etc.), sound effects and background music, 2D graphical user interface (GUI) design and optional multiplayer networking capabilities. Consistent with standard industry practices, game code and logic will be written using C++ and popular scripting languages such as Python and Lua. State-of-the-art game and physics engine middleware also will be used to expose students to commercial-grade software, production methodologies and art asset pipelines. As a result of their game development efforts, students will learn first hand about the creative process, design documentation, object-oriented software design and engineering, project management (including effective team collaboration and communication techniques), design iteration through user feedback and play-testing, and most importantly, what makes a game fun to play.
Credit: Zhen Gou, Zhenghan Mei (CIS 660 2014)
Prerequisites: CIS 560: Computer Graphics and CIS 562: Computer Animation
The goal of the course is to review state-of-the art research in the fields of computer graphics and animation as well as provide students with working knowledge of how to convert theory to practice by developing an associated graphics/animation authoring tool. Working in teams of two, students will design and develop an authoring tool that that facilitates the creation of a new type of user interaction, animation/simulation capability or 3D graphics special effect. Research papers published in the SIGGRAPH Conference proceedings over the period 2005-2009 will provide the basis for the features/functionality/special effects that can be selected for implementation in the authoring tool. Each group will analyze the need and user requirements for the tool they plan to develop, prepare a formal software design document, construct a project work plan, develop the authoring tool functionality and user interface, test the design and demonstrate the authoring of associated content. A plug-in to standard authoring tools such as Maya or 3DSMax must also be developed to enable importing of appropriate assets and/or exporting of results.
Credit: Emiliya Al Yafei
Most people's information about the Past is drawn from coffee table picture books, popular movies, video games, documentaries about discoveries of "ancient, mysterious, and lost" civilizations, and tours often lead by guides of limited or even dubious credentials. How are these ideas presented, formed, and circulated? Who creates and selects the information presented in this diverse media? Are these presentations accurate? Do they promote or hurt scientific explanations? Can the artistic, aesthetic, and scientific realms be bridged to effectively promote and interpret the past? How can modern technologies be applied to do a better job at presenting what is difficult to experience firsthand? This class will focus on case studies, critiques, and methods of how archaeology and the past are created, presented and used in movies, museums, games, the internet, and art.
Each year, the studio-seminar focuses on a project. In addition to exploring general concepts of archaeology and the media, students will work in teams to produce an interactive, digital media exhibit using the latest modeling visualization programs for presenting the sacred landscape of the Inca capital of Cuzco, Peru. Cuzco is one of the most important UNESCO World Heritage sites and visited by nearly a million tourists a year. Potential class projects include fly-throughs of architectural and landscape renderings, simulations of astronomy and cosmology, modeling of human behavior within architectural and landscape settings, and study artifacts in the Penn Museum.
Background Image: Anantha Srinivas, Ishan Ranade, and Vasu Mahesh (CIS 560 2018)