Available courses for students of Technical University of Munich

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Computer Animation
Computer Science and ICT, Data, AI
Organization logo: École Polytechnique

About this course

This 3D Computer Animation course teaches the methods of animation and deformation of 3D shapes used in video games, special effects, and animated films, or more generally in animated and interactive virtual worlds.

The course details geometric animation approaches as well as simulation methods for modeling physical phenomena. The course prepares students for a specialization in computer graphics, it prepares students to pursue technical development in R&D companies as well as research.

The applications illustrated in the tutorials are mainly related to the field of entertainment (animated films, video games, virtual and/or augmented reality), or real-time simulation for modeling physical phenomena, but the underlying mechanisms can be applied in other disciplines (medical, biology, etc.).

Examples of cases treated in the course and practical exercises: Implementing animation and interactive deformation of an articulated character, Modeling the deformation of a garment and managing collisions in real time, Simulating the surface of a moving fluid, Managing crowds of characters moving coherently, etc.

The course is largely practice-oriented with half lectures and half TD/TP. The TD/TP are done in the form of programming exercises in the machine room in C++ language, with OpenGL.
A short project involving an animated virtual scene is carried out in the last sessions.


  • Geometric Animation
    • Kinematics: Procedural, keyframing
    • Geometric deformations
    • Articulated characters, Skinning
    • Production Pipe-Line (cinéma, VFX)
  • Physically-Based Simulation
    • Simulation models (particles, rigid, continum)
    • Elastic deformation, Cloth
    • Fluids (grids and particles)

Expected learning outcomes

Knowledge of the industry-standard methods for real-time and interactive animation methods for VFX, animation cinema, and video games, as well as research oriented approaches. Fundamentals of physically-based simulation as well as advanced particle-based methods. Being able to implement in C++/OpenGL several of these methods in an interactive context.

Course requirements

Students are expected to be familiar with C++ programming, and independant to handle installation and compilation on their machine - all assignment will take place in C++, and use OpenGL.

More information
  • Local course code
  • Study load
    ECTS 5
  • Level
  • Instructors
    Damien Rohmer
  • Mode of delivery
    Online - at a specific time
  • Course coordinator
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