Seminars
Programme
- 11.02.2015 Introduction - organization
- 18.02.2015 Introduction - introductory topics[1]
- 25.02.2015 Introduction - introductory topics[1]
- 04.03.2015 Field Trip
- 11.03.2015 Physics Simulation — Morten Paluteder
- 18.03.2015 Artist's Presentation — Lauris Kaplinski
- 25.03.2015 Advanced Blending Effects — Jaanus Jaggo
- 01.04.2015 Shadows — Margus Luik
- 08.04.2015 Distance Fields — Imre Paadik
- 15.04.2015 3D Fractal Generated Worlds with Cellular Automata — Jhon Henry Avila Perez
- 22.04.2015 Natural Simulations with Processing.js + Data Visualization — Yaroslava Malash
- 29.04.2015 Animation — Ats Kurvet (PDF)
- 06.05.2015 Simple Remake of GTA 2 for JavaScript — Erich Jagomägis
- 13.05.2015 CGLearn — Raimond Tunnel
- 20.05.2015 Conclusion
- 27.05.2015 Projects
[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lights and reflections via raytracing.
Chosen topics
- Physics Simulation — Morten Paluteder, 11.03
- Advanced Blending Effects — Jaanus Jaggo, 25.03
- Shadows — Margus Luik, 01.04
- Distance Fields — Imre Paadik, 08.04
- 3D Fractal Generated Worlds with Cellular Automata — Jhon Henry Avila Perez, 15.04
- Natural Simulations with Processing.js + Data Visualization — Yaroslava Malash, 22.04
- Animation — Ats Kurvet, 29.04
- Simple Remake of GTA 2 for JavaScript — Erich Jagomägis, 06.05
- ??? — Viktor Karabut, ???
- ??? — Stenver Jerkku, ???
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?