SRJC Course Outlines

2/18/2025 2:11:59 PMAPTE 162 Course Outline as of Fall 2025

Changed Course
CATALOG INFORMATION

Discipline and Nbr:  APTE 162Title:  3D ANIM: VISUAL FX, COMP  
Full Title:  3D Animation: Visual Effects and Compositing
Last Reviewed:2/10/2025

UnitsCourse Hours per Week Nbr of WeeksCourse Hours Total
Maximum3.00Lecture Scheduled3.0017.5 max.Lecture Scheduled52.50
Minimum3.00Lab Scheduled1.006 min.Lab Scheduled17.50
 Contact DHR0 Contact DHR0
 Contact Total4.00 Contact Total70.00
 
 Non-contact DHR0 Non-contact DHR Total0

 Total Out of Class Hours:  105.00Total Student Learning Hours: 175.00 

Title 5 Category:  AA Degree Applicable
Grading:  Grade Only
Repeatability:  00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As: 
Formerly:  APTECH 162

Catalog Description:
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In this course students will explore a range of tools and procedures used in the visual effects (VFX) industry, including dynamic simulations, particle systems, and the integration of computer-generated and live-action imagery.

Prerequisites/Corequisites:
Course Completion of APTE 43


Recommended Preparation:

Limits on Enrollment:

Schedule of Classes Information
Description: Untitled document
In this course students will explore a range of tools and procedures used in the visual effects (VFX) industry, including dynamic simulations, particle systems, and the integration of computer-generated and live-action imagery.
(Grade Only)

Prerequisites:Course Completion of APTE 43
Recommended:
Limits on Enrollment:
Transfer Credit:
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP

ARTICULATION, MAJOR, and CERTIFICATION INFORMATION

Associate Degree:Effective:Inactive:
 Area:
 
CSU GE:Transfer Area Effective:Inactive:
 
IGETC:Transfer Area Effective:Inactive:
 
CSU Transfer:Effective:Inactive:
 
UC Transfer:Effective:Inactive:
 
C-ID:

Certificate/Major Applicable: Both Certificate and Major Applicable



COURSE CONTENT

Student Learning Outcomes:
At the conclusion of this course, the student should be able to:
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1. Effectively create dynamic simulations and particle-based VFX.
2. Match and combine live-action and computer-generated imagery.
 

Objectives: Untitled document
At the conclusion of this course, the student should be able to:
1. Develop and modify a range of particle systems.
2. Use multiple dynamic simulation tools.
3. Generate and apply matchmoving and motion capture data.
4. Composite live-action and computer-generated imagery.

Topics and Scope
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I. Visual Effects Overview
    A. Special Effects versus Visual Effects
    B. History of VFX
    C. Computer generated imagery and compositing
II. Particle Systems
    A. Basic particle systems
    B. Event-driven systems
    C. Advanced particle flow effects
III. Dynamic Simulations
    A. Dynamic Simulation Solvers
         1. Force, volume, mass, and density
         2. Rigid body dynamics
         3. Capturing transformations
IV. Motion Capture
    A. Introduction to motion capture systems
    B. Application of motion capture data
V. Compositing in 3D software
    A. Composite maps and nodes
    B. Combining live-action with computer-generated (CG) assets
         1. Perspective matching
          2. Lighting and environment matching
         3. Camera matching
VI. Compositing
    A. Compositing software overview
         1. Workspace
         2. Project setup
         3. Basic tools
         4. Compositions, nodes & layers
         5. Basic effects
    B. Compositing render elements
    C. Matchmoving and camera tracking
         1. Generating camera data
         2. Applying camera data
    D. Combining pre-rendered and stock footage with CG animation - Chromakey
         1. Using background plates
         2. 3D element image sequences
         3. Pre-keyed action footage: pyrotechnics
     E. Audio mixing and synchronizing
    F. Media export formats and procedures
 
The above topics and scope apply to both lecture and lab in an integrated format.

Assignments:
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Lecture-Related Assignments: Lab-Related Assignments:
 
1. VFX and Compositing Assignments including:
    a. Basic particle effects (1-3)
    b. Event-driven particle effects (2-3)
     c. Depth Compositing exercises (1-3)
    d. Dynamic Simulations (2-4)
    e. Camera Tracking exercises (1-2)
    f. Motion Capture on 3D Rig (2-3)
    g. Live Actor in computer-generated set (1-2)
2. Quizzes (2-3)
3. Final Project (1)

Methods of Evaluation/Basis of Grade.
Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing.Writing
0 - 0%
None
This is a degree applicable course but assessment tools based on writing are not included because problem solving assessments are more appropriate for this course.
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills.Problem Solving
35 - 55%
Final Project
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams.Skill Demonstrations
40 - 60%
VFX and Compositing Assignments
Exams: All forms of formal testing, other than skill performance exams.Exams
5 - 10%
Quizzes
Other: Includes any assessment tools that do not logically fit into the above categories.Other Category
0 - 0%
None


Representative Textbooks and Materials:
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The VES Handbook of Visual Effects: Industry Standard VFX Practices & Procedures. Edited by Jeffrey Okun and Susan Zwerman. Routledge, Taylor and Francis. 2021.
Physics for Animators. Bousquet, Michele. CRC Press. 2015. (classic).
Instructor prepared materials

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