Course Syllabus
Department of Mathematics and Computer Science, Lincoln University





COURSE ID: CSC-202
COURSE NAME: Introduction to Computer Animation
CREDITS: 3

TEXT BOOK

    1) Introducing Character Animation with Blender by Tony Mullen
    2) Instructor Java handouts on 2-D Animation Programming


INSTRUCTOR INFORMATION

***To be provided for each section***

COURSE DESCRIPTION

    This is course is a study of the art and science of computer animation. Both programming and utilization of animation software will be covered with an emphasis on the latter. The topics include NURBS and Polygon modeling, rendering techniques, motion path, and introductory applications of mathematics and algorithms in computer gaming.

PREREQUISITE         CSC-159 (Programming II)

COURSE GOALS- STUDENT LEARNER OUTCOMES

    The student will

  • Demonstrate fundamental mathematical knowledge required for 2-D and 3-D computer graphics design such the eye and word coordinate systems and application of matrices in rotation and reflection of objects (Assessed through a Quiz).
  • Demonstrate skills in operations of animation software such as Blender in terms of its menus and its embedded language (Assessed through practical tests).
  • Exhibit skills in using animation software such as Blender or Maya to model objects by creating a portfolio of models of objects.
  • Show introductory skills in designing a short animated movie by creating short movie clips.
  • Show skills in applying various shading and rendering techniques as shown in the created models.
  • Apply a programming language such as Java for simple 2-D computer animation or computer games (Assessed through programming project and test).

TENTATIVE SCHEDULE OF WEEKLY ASSIGNMENTS

(WEEK 1-2)- Basic computer graphic math skills
     2-D coordinated system
     3-D coordinated system
     Reflection matrix (math)
     Rotation matrix (math)
     Polygons and B-Splines
     A Quiz (20 points) will be administered during the second week

(WEEK 3-5)- Programming 2-D animated games with Java (other language may be used)
     Review of Java (or the language used)
     Introduction to 2D gaming algorithms
     Threads
     Designing simple 2-D animated objects
     Random generators
     Playing against the computer (introductory AI)
     Controlling object movement
     TEST #1 (100 points)

(WEEK 6-8)- Modeling objects using Blender (or similar software such as Maya)
     Blender (or animation software used) toolbar
     3-D workspace
     Primitive objects (cubes, cylinders, spheres, planes, and torus)
     Modeling with NURBS
     Modeling with polygons
     Re-sizing objects
     Reflections, rotations, and scaling (using animation software tools)
     Splitting polygons
     Revolving surface
     Character creation
     Creating hair/ fur
     TEST #2 (Practical, 100 points)

(WEEK 9-14)- Animation and rendering
     Camera coordinate system
     Designing Scene Frames
     Motion Path
     Changing timing
     Non-linear animation
     Creating short movie clips
     Shading and textures
     Lighting
     Rendering techniques
     Creating shadows
     Blurring the background
     Painting in the texture
     TEST #3 (Practical, 100 points)

(WEEK 15-16)- Student presentations of animation and graphics modeling and review for final
     The students will be designing several models of real life objects such as chairs, cars, and houses as well as short animated film clips throughout the course. They are required to present the portfolio of their work during this week.

    FINAL TEST (written, during the official final exam period)
    Projects are assigned approximately every three weeks

COURSE ASSESSMENT- LEARNING OPPORTUNITIES*

  • Computer Projects

            Computer Projects will be given on material covered in class. General computer labs are available throughout the campus for students to do their work. The students are encouraged to make regular visits during office hours, to meet in study groups, and to use the Computer/ Programming Tutors from the School of Natural Sciences.

  • Late Work And Make-Ups

            All computer projects, assignments, quizzes and exams must be completed by the scheduled date. Late assignments or make-up tests or quizzes will only be allowed with official documentation and grades may be lowered. To qualify for a make-up, a student must have notified the professor and rescheduled in a timely manner.


GRADING STANDARDS- ASSESSMENT TOOLS

The grades will be evaluated based on the practical and written tests/ quizzes as follows.
Projects 40%
Tests 50%
Class work & participation 10%

The grading scale guideline: **
A       92-100%
A-       88-91%
B+      85-87%
B      82-84%
B-      78-81%
C+       75-77%
C       72-74%
C-      68-71%
D+      65-67%
D      58-64%
F      0-57%

UNIVERSITY POLICY

1) Attendance:

Lincoln University uses the class method of teaching, which assumes that each student has something to contribute and something to gain by attending class. It further assumes that there is much more instruction absorbed in the classroom than can be tested on examinations. Therefore, students are expected to attend all regularly scheduled class meetings and should exhibit good faith in this regard. For the control of absences, the faculty adopted the following regulations:

  • Four absences may result in an automatic failure in the course.
  • Three tardy arrivals may be counted as one absence.
  • Absences will be counted starting with whatever day is specified by the instructor but not later than the deadline for adding or dropping courses.
  • In case of illness, death in the family, or other extenuating circumstances, the student must present documented evidence of inability to attend classes to the Vice President for Student Affairs and Enrollment Management. However, in such cases the student is responsible for all work missed during those absences.
  • Students representing the University in athletic events or other University sanctioned activities will be excused from class (es) with the responsibility of making up all work and examinations. The Registrar will issue the excused format to the faculty member in charge of the off- or on-campus activity for delivery by the student(s) to their instructors.
2) Statement on Academic Integrity:

Students are responsible for proper conduct and integrity in all of their scholastic work. They must follow a professor's instructions when completing tests, homework, and laboratory reports, and must ask for clarification if the instructions are not clear. In general, students should not give or receive aid when taking exams, or exceed the time limitations specified by the professor. In seeking the truth, in learning to think critically, and in preparing for a life of constructive service, honesty is imperative. Honesty in the classroom and in the preparation of papers is therefore expected of all students. Each student has the responsibility to submit work that is uniquely his or her own. All of this work must be done in accordance with established principles of academic integrity.

An act of academic dishonesty or plagiarism may result in failure for a project or in a course. Plagiarism involves representing another person's ideas or scholarship, including material from the Internet, as your own. Cheating or acts of academic dishonesty include (but are not limited to) fabricating data, tampering with grades, copying, and offering or receiving unauthorized assistance or information.

3) The Student Conduct Code:

Students will be held to the rules and regulations of the Student Conduct Code as described in the Lincoln University Student Handbook. In particular, excessive talking, leaving and reentering class, phones or pagers, or other means of disrupting the class will not be tolerated and students may be asked to leave. Students who constantly disrupt class may be asked to leave permanently and will receive an F.

4) The Core Curriculum Learner Competencies:

All courses offered through the Department of Mathematics and Computer Science require students to meet at least the following out of the 8 Core Curriculum Learner Competencies:

(1) Listen and effectively communicate ideas through written, spoken, and visual means;
(2) Think critically via classifying, analyzing, comparing, contrasting, hypothesizing, synthesizing, extrapolating, and evaluating ideas;

(6) Apply and evaluate quantitative reasoning through the disciplines of mathematics, computational science, laboratory science, selected social sciences and other like-minded approaches that require precision of thought;

(8) Demonstrate positive interpersonal skills by adhering to the principles of freedom, justice, equality, fairness, tolerance, open dialogue and concern for the common good.


Note:

* The instructor of a given section of the course may make some modifications to the evaluation as well as to the rest of the syllabi including but not limited to; the grade weights, number of tests, and test total points.

**The grading scale guideline includes a 2-point flexibility.

Please consult with the department chairperson for any program updates or corrections which may not be yet reflected on this page _ last updated 10/30/2007.

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