This course builds on top of CG-462 to cover more advance topics like soft body physics and cloth simulation. In addition, corotated linear FEM models will be detailed. We will also have a look at more advanced topics like collision detection and resolution. By the end of this course, the students should have enough understanding to build their own cloth and soft body physics simulation engine.

- Introduction to Animation
- Introduction to Physics based Animation
- Introduction to Vectors/Matrices/Quaternions
- Solving linear system of equations
- Basic classical mechanics
- Differential equations and Numerical Integration
- Introduction to Kinematics
- Forward and inverse kinematics
- Motion interpolation
- Introduction to multibody animation
- Penalty/Impulse/Constraint based multibody animation
- Continuum FEM Model
- Introduction to CFD
- Introduction to Collision Detection
- Broadphase and Narrow phase collision detection
- Determining contacts
- Bounding volume hierarchies
- Using physics engines: OpenTissue/OpenCloth/Bullet/Havok/PhysX/ODE/Newton
- Recent advances
- Conclusion

Total Assignments: 5-7

Total Quizzes: 5-7

Reference Books:

- Physics based Animation by Kenny Erleben et al.
- Game Physics 2nd Edition by David H. Eberly.
- Geometric Tools for Computer Graphics (The Morgan Kaufmann Series in Computer Graphics) by Philip Schneider, David H. Eberly
- Game Physics Pearls by Gino van den Bergen and Dirk Gregorius.
- Mathematics for 3D Game Programming and Computer Graphics 3rd edition by Eric Lengyel.
- 3D Math Primer for Graphics and Games 2nd edition by Fletcher Dunnand Ian Parberry
- Real-time collision detection by Christer Ericson

- Interactive physics world
- Physically based smoke/fluid simulation
- Physically based deformation
- 2D/3D Physics based Game
- GPU based rigid body physics engine
- Corotated FEM modeller
- GPU based soft body system