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