Mathematical Basics of Motion and Deformation in Computer Graphics

Wednesday, 13 August 9:00 AM - 12:15 PM | Vancouver Convention Centre, West Building, Rooms 118-120

While many technical terms, such as Euler angle, quaternion, and affine transformation, are now quite popular in computer graphics, their graphical meanings are sometimes a bit far from the original mathematical entities, which could cause misunderstanding or misuse of the mathematical techniques. The concepts are inherited mostly from differential geometry and Lie theory, and are now commonly used in various aspects of computer graphics, including curve/surface editing, deformation, and animation of geometric objects.

The objective of this course is to fill the gap between the original mathematical concepts and the practical meanings in computer graphics without assuming any prior knowledge of pure mathematics. It illustrates the practical utility of deep understanding of the mathematical concepts.




Elementary geometry, linear algebra, and calculus.

Intended Audience

Beginners who work in geometric modeling and animation, and experienced developers and researchers who want a comprehensive overview of typical geometric methods used in graphics applications.


Ken Anjyo
OLM Digital, Inc.

Hiroyuki Ochiai
Kyushu University