Arvutiteaduse instituut
  1. Kursused
  2. 2015/16 kevad
  3. Arvutigraafika seminar (MTAT.03.305)
EN
Logi sisse

Arvutigraafika seminar 2015/16 kevad

  • Main
  • Seminars
  • Projects
  • Links

Seminars

Programme

  • 10.02.2016 Introduction - organization
  • 17.02.2016 Introduction - introductory topics[1]
  • 24.02.2016 Holiday
  • 02.03.2016 Introduction - introductory topics[1]
  • 09.03.2016 Field Trip
  • 16.03.2016 Of Light Intensity and Scan Data
  • 23.03.2016 Rendering Techniques
  • 30.03.2016 Specialist's presentation — Peeter Nieler
  • 06.04.2016 Specialist's presentation — Hendrik Proosa (PDF)
  • 13.04.2016 Global Illumination — Anastasia Bolotnikova
  • 20.04.2016 Collision Detection (+ Deformation on Collision) — Iris Merilo
  • 27.04.2016 Procedural Generation — Handre Elias (Procedural Skatepark Generator)
  • 04.05.2016 Post-Processing Effects — Michael Michuki (PDF)
  • 11.05.2016 Rendering Water with Reflections & Refractions — Dmitri Gabbasov (FollowRivers)
  • 18.05.2016 Field Trip to CGVR Lab
  • 25.05.2016 Project presentations (Michael, Iris?, Dmitri?) + Thesis Defense Practice + Field Trip to CGVR Lab

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

Chosen topics

  1. Global Illumination — Anastasia Bolotnikova, 13.04
  2. Collision Detection (+ Deformation on Collision) — Iris Merilo, 20.04
  3. Procedural Generation — Handre Elias, 27.04
  4. Post-Processing Effects — Michael Michuki, 04.05
  5. Rendering Water with Reflections & Refractions — Dmitri Gabbasov, 11.05
  6. GPU Pipelines — Ott Matiisen, ???
  7. MoCap — Rasmus Vahtra, ???
  8. ?????? — Jaanus Jaggo, ???
  9. ?????? — Gustav Amer, ???
  10. ?????? — Jaan Janno, ???
  11. ??? — Madis Müil, ???

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?
  • Arvutiteaduse instituut
  • Loodus- ja täppisteaduste valdkond
  • Tartu Ülikool
Tehniliste probleemide või küsimuste korral kirjuta:

Kursuse sisu ja korralduslike küsimustega pöörduge kursuse korraldajate poole.
Õppematerjalide varalised autoriõigused kuuluvad Tartu Ülikoolile. Õppematerjalide kasutamine on lubatud autoriõiguse seaduses ettenähtud teose vaba kasutamise eesmärkidel ja tingimustel. Õppematerjalide kasutamisel on kasutaja kohustatud viitama õppematerjalide autorile.
Õppematerjalide kasutamine muudel eesmärkidel on lubatud ainult Tartu Ülikooli eelneval kirjalikul nõusolekul.
Tartu Ülikooli arvutiteaduse instituudi kursuste läbiviimist toetavad järgmised programmid:
euroopa sotsiaalfondi logo