This course introduced the fundamental techniques behind generating computer images. This includes the history of computer graphics, the rendering techniques, effect mappings, and relevant data structures. Our two largest projects were to construct a raytracer and a voxel renderer.
The objective of this course was to teach the low level concepts for animation. The course began with a brief review of the mathematics necessary (vector math and quaternions) and quickly moved into splines, inverse kinematics, and Reynold's behavior simulation. We were also exposed to motion capture procedures via the motion capture system located in Penn's HMS lab. Interesting projects include creating a BHV player, a particle simulator, and a behavior system.
While this course covered most everything in physical simulation to some extent, the course was split into three main sections: particle systems, fluid simulation, and rigid bodies. Our first project was a jello simulator made of particles, our second project was a smoke simulator, and our final of the three was a rigid body simulator.