(Information Science Guru) Lecture on Computer Graphics by Professor Kenji Igarashi

  • Techniques for representing the movement of objects and people
  • Mechanics (Physics)
    • Euler Integration
      • Simple dynamic simulation
      • Simulate the next frame’s velocity and position for each time step t (given force F and mass m)
      • Issue: Divergence may occur if t is too large due to errors
    • Implicit Integration
      • Prevent divergence due to errors even with a large t
      • Computational complexity increases
  • Deformation of flexible objects
    • Mass-spring Model
      • Simulate according to physical laws by treating it as a spring
      • In some cases, it may become unstable (diverge) due to errors, etc.
    • Shape Matching Method
      • Method of deforming to reach a given shape after deformation
      • Not based on precise physical laws, but visually stable
        • If the goal is “animation” rather than “physical simulation,” this is sufficient.