Seminars
Programme
- 07.09.2015 Introduction - organization
- 14.09.2015 Introduction - introductory topics[1]
- 21.09.2015 Introduction - introductory topics[1]
- 28.09.2015 Procedural Geometry — Jaanus Jaggo
- 05.10.2015 Shaders — Rasmus Vahtra, Deferred Shading — Andres Traks (BulletSharp)
- 12.10.2015 Color Blending — Sander Tiganik (demo program)
- 19.10.2015 Post-Processing Effects — Morten Paluteder, Anti-Aliasing — Heiki Pärn
- 26.10.2015 Non-Realistic Rendering — Umesh Anilchandra Bhat
0206.11.2015 Field Trip to the Institute of Technology (Tutorial)- 09.11.2015 (Pesudo) - Random Generation - Maps — Iris Merilo
- 16.11.2015 Data Visualization — Lauri Listak
- 23.11.2015 Soft Body Physics (Material Fractures) — Erich Jagomägis (PDF)
- 30.11.2015 UX in Graphical Applications — Margus Luik (PDF)
- 07.12.2015 Projects — Heiki, Andres, Morten, Erich, Margus, Sander
- 14.12.2015 Projects — Ats, Umesh, Lauri, Jaanus, Iris
[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lights and reflections via raytracing.
Chosen topics
- Procedural Geometry — Jaanus Jaggo, 28.09
- Shaders — Rasmus Vahtra, Andres Traks, 05.10
- Color Blending — Sander Tiganik, 12.10
- Post-Processing Effects — Morten Paluteder, Heiki Pärn, 19.10
- Non-Realistic Rendering — Umesh Anilchandra Bhat, 26.10
- ??? — Vadym Ponomarov, 02.11
- (Pesudo) - Random Generation - Maps — Iris Merilo, 09.11
- Data Visualization — Lauri Listak, 16.11
- Soft Body Physics (Material Fractures) — Erich Jagomägis, 23.11
- Deferred Shading — Andres Traks, 30.11
- UX in Graphical Applications — Margus Luik, 30.11
- ??? — Tatevik Ishikyan, ??.??
- ??? — Ats Kurvet, ??.??
Some 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?