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2019/20 Taught Postgraduate Module Catalogue

COMP5823M Animation and Simulation

15 creditsClass Size: 40

Module manager: Dr H. Wang

Taught: Semester 2 View Timetable

Year running 2019/20

Pre-requisite qualifications

We will assume a good standard of C++ programming, including use of classes, basic templates, and overloading. Knowledge of computer architecture, in particular the memory hierarchy.


COMP5812MFoundations of Modelling and Rendering
COMP5813MGames Engines and Workflow


COMP5822MHigh-Performance Graphics

This module is not approved as an Elective

Module summary

Building on the fundamentals of rendering covered in COMP5812M, this module covers motion in virtual environments, including animation, simulation, and specialised rendering effects, based initially on Parent, Computer Animation (3d ed).


* teach students all aspects of motion and animation in computer graphics, including
* principles of interpolation required for animation
* path-based motion control and animation
* object deformation and interpolation
* hierarchical kinematic modelling
* forward and inverse kinematics
* motion capture
* motion blending & retargeting
* spring animations, particle systems, rigid body simulations and rag-doll physics, modelling constraints based on collision detection
* fluid simulation, including water bodies, clouds & fire
* computational fluid dynamics & smoothed particle hydrodynamics
* modelling human & animal characters, including skinning, layering, muscle modelling & rigging
* standard human motions such as reaching, grasping, coordination and locomotion
* modelling clothing, fur and hair
* facial modelling, animation & lip-synching
* behavioural modelling, including flocking, autonomous & intelligent motion control & crowd behaviours
* principles of user controlled animation & motion planning

Learning outcomes
On completion of this module, a student should be able to implement the techniques described, either on CPU or GPU as desired.


* Interpolation of Motion
* Angular Interpolation with Quaternions, Slerp, and Splines
* Interpolation-Based Animation: Deformations, Shapes & Morphing
* Kinematic Linkages
* Motion Capture, Blending & Retargeting
* Physically-Based Animations: Springs, Particles, Rigid Bodies, Cloth
* Fluids: Liquids & Gases
* Human Figures: Skinning, Layering, Rigging, Human Motions
* Clothing, Fur & Hair
* Facial Modelling & Animation
* Behavioural Animation: Flocking, Autonomy & Crowd Behaviours

Teaching methods

Delivery typeNumberLength hoursStudent hours
Private study hours70.00
Total Contact hours80.00
Total hours (100hr per 10 credits)150.00

Private study

Students will be expected to review the material presented in lectures in their own time, and demonstrate their practical competence in a selection of techniques. At the MSc level, this is best done through independent work on programming assignments, with support from the lecturer as needed.

Opportunities for Formative Feedback

Bi-weekly assignments will provide the ability to provide metered feedback without micro-managing students’ work.

Methods of assessment

Assessment typeNotes% of formal assessment
AssignmentProgramming Task25.00
AssignmentProgramming Task25.00
Total percentage (Assessment Coursework)50.00

Normally resits will be assessed by the same methodology as the first attempt, unless otherwise stated

Exam typeExam duration% of formal assessment
Unseen exam 2 hr 00 mins50.00
Total percentage (Assessment Exams)50.00

Normally resits will be assessed by the same methodology as the first attempt, unless otherwise stated

Reading list

The reading list is available from the Library website

Last updated: 11/06/2019


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