12 | Animation and Simulation
Animation basics (keyframes and interpolation, physical simulation); mass-spring systems (Hooke's law, non-zero rest length springs, internal damping, structural/shear/bending springs, the finite element method); particle systems (force analysis, gravitational attraction, flocking, position-based fluids); kinematics (articulated skeletons, forward and inverse kinematics, style-based IK, rigging, blend shapes, motion capture and the uncanny valley, the production pipeline); solving ODEs (explicit Euler, errors and instability, midpoint method, modified Euler, adaptive step size, implicit Euler, Runge-Kutta, Verlet integration); rigid body simulation and fluid simulation (Eulerian vs Lagrangian, SPH, Stable Fluids, the material point method)
