Arvutiteaduse instituut
  1. Kursused
  2. 2015/16 sügis
  3. Arvutigraafika Seminar (MTAT.03.305)
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Arvutigraafika Seminar 2015/16 sügis

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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
  • 02 06.11.2015 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

  1. Procedural Geometry — Jaanus Jaggo, 28.09
  2. Shaders — Rasmus Vahtra, Andres Traks, 05.10
  3. Color Blending — Sander Tiganik, 12.10
  4. Post-Processing Effects — Morten Paluteder, Heiki Pärn, 19.10
  5. Non-Realistic Rendering — Umesh Anilchandra Bhat, 26.10
  6. ??? — Vadym Ponomarov, 02.11
  7. (Pesudo) - Random Generation - Maps — Iris Merilo, 09.11
  8. Data Visualization — Lauri Listak, 16.11
  9. Soft Body Physics (Material Fractures) — Erich Jagomägis, 23.11
  10. Deferred Shading — Andres Traks, 30.11
  11. UX in Graphical Applications — Margus Luik, 30.11
  12. ??? — Tatevik Ishikyan, ??.??
  13. ??? — Ats Kurvet, ??.??

Some 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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