Seminars
Programme
- 04.09.2014 Introduction - organization
- 11.09.2014 Introduction - introductory topics[1]
- 18.09.2014 Introduction - introductory topics[1]
- 26.09.2014 Field Trip (Institute of Technology, Friday: 16:45)
- 02.10.2014 Bump Mapping — Karl Tarbe (Irrlicht, CopperLicht, Shadertoy bump mapping)
- 09.10.2014 Real-Time Water Surface Rendering — Maarja Lepamets (WebGL Water, GTA 5 water, Blender water, ocean, shore)
- 16.10.2014 Specialist's presentation: Martti Savolainen - 3D Wayfinder (FRAK Engine, Journal of CGT, 3D Tallinn)
- 23.10.2014 Artist's presentation: Lauris Kaplinski - Tartu Art School
(Shinya, Khayyam, Tinkido, Kinnas Rostov, Poser, Masahiro Ushiyama, Overgrowth, Mixamo) - 30.10.2014 Recapitulation
- 06.11.2014 Procedural Generation — Manuel Kramer, Martin Schmeisser (pdf, presentation video, Blender tutorial [ger])
- 13.11.2014 Post-processing Effects — Morten Paluteder (ENB, UE4 effects)
- 20.11.2014 Texture Mapping — Andres Traumann
- 27.11.2014 WebGL, Raphael.js library — Yaroslava Malash (Raphael.js, three.js, Incscape)
- 04.12.2014 Virtual Reality — Ats Kurvet (Virtual Barber Shop, Oculus Connect Keynote - J. Carmack, Leap Motion, Dreadhalls)
- 11.12.2014 Conclusion
- 18.12.2014 Projects
[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lights and reflections via raytracing.
Chosen topics
- Bump Mapping — Karl Tarbe, 02.10
- Real-Time Water Surface Rendering — Maarja Lepamets, 09.10
- Procedural Generation — Manuel Kramer, Martin Schmeisser, 06.11
- Post-processing Effects — Morten Paluteder, 13.11
- Texture Mapping — Andres Traumann, 20.11
- WebGL, Raphael.js library — Yaroslava Malash, 27.11
- Virtual Reality — Ats Kurvet, 04.12
-
Tesselation — Dmitri Gabbasov, 30.10 -
??? — Jaanus Jaggo, ??? -
??? — Timo Kallaste, ??? -
??? — Robert Pirk, ???
Possible topics
- Color blending – What happens when there are transparent objects in your scene?
- Lighting models – What are the common models? Where and when are they used?
- Texturing – How can one sample from a texture? What kinds of artefacts may appear?
- Curves – Why are they important in CG? What about curved surfaces?
- Global illumination – Pick one or compare different methods: Radiosity, path tracing, photon mapping.
- Realtime realistic rendering – Provide an overview of the common methods or pick some effect (light, wetness, fog, fur / hair, skin) and find out how it's rendered realistically in real time.
- Non-realistic rendering – Where is it used and how is it achieved? Realtime vs prerendered?
- Tessellation – How can this be done in OpenGL 4?
- Post-processing effects – What effects are there? When and how are they used?
- Procedural generation (PCG wiki) – Where and how is it used? How to apply procedural textures to procedurally generated meshes?