Overview of Pixar in a Box for students & teachers.

In this lesson you will use animation tools to bring a ball to life. Along the way you'll learn some basic principles of animation. It's appropriate for all ages and takes 45-60 minutes (beware: animation can be addicting).

Explore how animators bring characters to life using different kinds of animation curves. averages.

Discover one of Pixar's key modeling technologies: subdivision surfaces. This lesson introduces the split and average operations used to make smooth surfaces. It's appropriate for all ages and takes 40-50 minutes.nment.

This lesson begins with linear interpolation and builds to Bezier curves using de Castiljau's algorithm. It's great to try after you've finished the Environment Modeling topic. It's appropriate for grade 8 through high school and takes 30-40 minutes.

Explore how clay models are transformed into digital characters using weighted averages.

Discover one of Pixar's key modeling technologies: subdivision surfaces. This lesson introduces the split and average operations used to make smooth surfaces. It's appropriate for all ages and takes 40-50 minutes.

Explore how to calculate a weighted average of 3 points and connect this to the subdivision operation from lesson 1. This lesson touches on concepts in grades 7 through high school and takes 35-50 minutes.

Explore how organic looking patterns are created using randomness.

In this lesson you will learn about the geometry of dinosaur scales. You'll make your own skin model using something called a Voronoi partition. It's appropriate for grades 5+ and takes 45-60 minutes.

This lesson explores how Perlin noise is used to generate organic looking patterns for things like dinosaur skin. It's appropriate for grades 6 through high school and takes 45-60 minutes.

Explore how characters are brought to life with controls.

Explore how blades of grass in Brave were created using parabolic arcs.

Discover how we create parabolic arcs by weaving together straight lines. This lesson touches on midpoints (grade 5) and takes 45-60min. Plus there's a hands-on activity at the end!

Discover how computers draw millions of parabolas really efficiently using DeCastlejau's algorithm. This lesson introduces weighted averages of two points leading to parametric curves. It touches on concepts in grade 7 through high school and takes 35-50min.

Explore how swarms of robots in Wall-E were made using combinatorics.

Discover how combinations were used to design crowds of robots in WALL-E. This lesson introduces the counting principle using tree diagrams. It touches on concepts in grades 4 through 7 and takes 30-45 minutes.

In this lesson we construct snakes using permutations and develop a powerful counting tool: the binomial coefficient. It touches on concepts in grade 6 through high school and takes 45-60 minutes.

Explore how virtual sets are constructed using geometric transformations.

In this lesson you'll be given a scene from the Art Department to build. We'll explore how the operations of translation, rotation and scaling are used to position objects. It touches on concepts from Grades 7/8 and takes 50-60 minutes to complete.

This lesson will push you to derive the rotation formulas we used in lesson 1. So roll up your sleeves! It's appropriate for the high school level and takes 35-45min.

Discover the basics behind the rendering equation. This lesson is designed for all ages and takes 35-40 minutes.

Explore the most fundamental calculation a ray tracer does: line-plane intersection in 2D and 3D. This lesson involves solving systems of equations and is appropriate for the advanced high school level. It takes at least 60 minutes to complete.

Updates on what is coming next.