Arvutiteaduse instituut
  1. Kursused
  2. 2013/14 kevad
  3. Arvutigraafika seminar (MTAT.03.296)
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Arvutigraafika seminar 2013/14 kevad

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Seminars

Programme

  • 11.02.2014 Introduction - organization
  • 18.02.2014 Introduction - introductory topics[1] (demo app)
  • 25.02.2014 Introduction - introductory topics[1] (demo app)
  • 04.03.2014 Specialist's presentation - Martti Savolainen (3DTech, demo app, VSM, LuxRays, book)
  • 11.03.2014 Lighting Models - Maksim Lind
  • 18.03.2014 Physically based shading - Ats Kurvet (Portfolio, Specular and diffuse, Killsone: SW, Disney's BRDF)
  • 25.03.2014 Video presentations & recap
  • 01.04.2014 External presentation - Field Trip to Institute of Technology
  • 08.04.2014 Particle systems or Procedural generation - Karl-Aksel Puulmann
  • 15.04.2014 Artist's presentation - 3d-kunstniku Nutt ja Hala - Fille Mazendacus (in Estonian) (video)
  • 22.04.2014 Working with 3D scan data - Margus Luik
  • 29.04.2014 Achieving the realtime realistic rendering - Henri Vares
  • 06.05.2014 Non-realistic rendering - Erik Jaaniso
  • 13.05.2014 Introduction to GPU Computing - Ilja Kuzovkin
  • 20.05.2014 Conclusion
  • 27.05.2014 Projects

[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lights and reflections via raytracing.

Claimed topics

  1. Maksim Lind - Lighting Models - 11.03
  2. Ats Kurvet - Physically based shading - 18.03
  3. Karl-Aksel Puulmann - Particle systems or Procedural generation - 08.04
  4. Margus Luik - Working with 3D scan data - 22.04
  5. Henri Vares - Achieving the realtime realistic rendering - 29.04
  6. Erik Jaaniso - Non-realistic rendering - 06.05
  7. Ilja Kuzovkin - Computing on GPU. When is it better? Why? - 13.05
  8. Andres Hinnosaar - ???
  9. Martin Loginov - Physically based shading
  10. Kaarel Jõudvald - Post-processing effects
  11. Meelis Müür - ???
  12. Sander Lints - ???

Possible topics

  1. Color blending – What happens when there are transparent objects in your scene?
  2. Lighting models – What are the common models? Where and when are they used?
  3. Texturing – How can one sample from a texture? What kinds of artefacts may appear?
  4. Curves – Why are they important in CG? What about curved surfaces?
  5. Global illumination – Pick one or compare different methods: Radiosity, path tracing, photon mapping.
  6. 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.
  7. Non-realistic rendering – Where is it used and how is it achieved? Realtime vs prerendered?
  8. Tessellation – How can this be done in OpenGL 4?
  9. Post-processing effects – What effects are there? When and how are they used?
  10. Procedural generation (PCG wiki) – Where and how is it used? How to apply procedural textures to procedurally generated meshes?
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