Seminars
Programme
- 08.02.2017 Introduction - organization
- 15.02.2017 Introduction - introductory topics[1]
- 22.02.2017 Introduction - introductory topics[1]
- 01.03.2017 Field Trip to the CGVR Lab (Presentation)
- 08.03.2017 Graphical Glitches — Maksym Kurylovych
- 15.03.2017 Procedural Animation — Andreas Sepp (PDF)
- 22.03.2017 GLSL vs HLSL — Marko Täht
- 29.03.2017 Physically-Based Shading — Diana Algma
- 05.04.2017 Realtime Realistic Rendering — Yevhen Tyshchenko
- 12.04.2017 Reflections and Caustics — Kaarel Tõnisson
- 19.04.2017 Three.js — Brait Õispuu (Code)
- 26.04.2017 2D Dynamic and Static Shadows — Sander Tiganik
- 03.05.2017 Vulkan — Raman Shapaval
- 10.05.2017 Non-Realistic Rendering — Dmytro Tkachuck
- 17.05.2017 Project presentations
- 24.05.2017 Thesis defense practice
[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lights and ray tracing.
Chosen topics
- Graphical Glitches — Maksym Kurylovych, 08.03
- Procedural Animation — Andreas Sepp, 15.03
- GLSL vs HLSL — Marko Täht, 22.03
- Physically-Based Shading — Diana Algma, 29.03
- Realtime Realistic Rendering — Yevhen Tyshchenko, 05.04
- Reflections and Caustics — Kaarel Tõnisson, 12.04
- Three.js — Brait Õispuu, 19.04
- 2D Dynamic and Static Shadows — Sander Tiganik, 26.04
- Vulkan — Raman Shapaval, 03.05
- Non-Realistic Rendering — Dmytro Tkachuck, 10.05
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?
- Physically-Based Shading – What is it? Why is it important to understand physical properties of materials for shading? What games / game engines use it?
- Rendering in VR – What extra considerations are in VR? How do different technologies overcome them?
- Vulkan – What can be done with it? Why is it useful? How to Vulkan?
- Subsurface scattering – What is it? How it is implemented? What does it solve?
- Reflections and caustics – What are the modern techniques, which do those?
- GLSL vs HLSL – What are the differences? How are both used?
- Use case study – Find out in detail how graphics are done in one game or movie.
- Motion capture – What are the difficulties today? Best budget setup for it?
- Modern GPU architecture – How are GPU-s built today? What are they optimized for? E.g. Vega, Kepler, Pascal.
- Graphics on consoles / smartphones – What limitations are there in consoles or embedded systems vs the PC? How to overcome them compared to the PC approach?