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CG SET: Animation and Simulation Fundamentals

CG SET · Work through your exam, one topic at a time.

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Animation and Simulation Fundamentals

Domain scope

Animation and Simulation Fundamentals tests keyframe interpolation, quaternion rotations, skeletal skinning, and numerical integration for particles and rigid bodies.

Core rules

  • Quaternions represent rotations without gimbal lock; q and -q are the same rotation, so slerp must choose the shorter arc.
  • Slerp interpolates along the great circle: q(t)=sin((1-t)Omega)/sin(Omega)·q0+sin(t·Omega)/sin(Omega)·q1.
  • Linear blend skinning weights each bone matrix and blends the transformed positions; it can collapse joints under large twists.
  • Semi-implicit Euler updates velocity first, then position; it is more stable than explicit Euler for oscillatory systems.

Worked example

A particle starts at x=10 with v=0 under gravity a=-9.8, using dt=1/60. Semi-implicit Euler gives v <- 0+(-9.8)(1/60)=-0.1633, then x <- 10+(-0.1633)(1/60)=9.9973. Explicit Euler would move x using the old v=0 first, leaving x=10 for that step, then update v. Over many steps the explicit method gains energy in a spring, while semi-implicit damps it. For a 90° rotation about z, slerp at t=0.5 gives 45°, not a linear blend of matrices, which would shrink the rotation.

Traps that cost marks

  • Slerping without a dot-product sign check and taking the long way around.
  • Using Euler angles in a fixed order and then claiming no gimbal lock.
  • Applying bone transforms in the wrong space; bind-pose inverse matrices must be included.
  • Using a variable time step without substepping, causing tunneling or instability.