Arvutiteaduse instituut
  1. Kursused
  2. 2016/17 kevad
  3. Arvutigraafika seminar (MTAT.03.305)
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Arvutigraafika seminar 2016/17 kevad

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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

  1. Graphical Glitches — Maksym Kurylovych, 08.03
  2. Procedural Animation — Andreas Sepp, 15.03
  3. GLSL vs HLSL — Marko Täht, 22.03
  4. Physically-Based Shading — Diana Algma, 29.03
  5. Realtime Realistic Rendering — Yevhen Tyshchenko, 05.04
  6. Reflections and Caustics — Kaarel Tõnisson, 12.04
  7. Three.js — Brait Õispuu, 19.04
  8. 2D Dynamic and Static Shadows — Sander Tiganik, 26.04
  9. Vulkan — Raman Shapaval, 03.05
  10. Non-Realistic Rendering — Dmytro Tkachuck, 10.05

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?
  11. Physically-Based Shading – What is it? Why is it important to understand physical properties of materials for shading? What games / game engines use it?
  12. Rendering in VR – What extra considerations are in VR? How do different technologies overcome them?
  13. Vulkan – What can be done with it? Why is it useful? How to Vulkan?
  14. Subsurface scattering – What is it? How it is implemented? What does it solve?
  15. Reflections and caustics – What are the modern techniques, which do those?
  16. GLSL vs HLSL – What are the differences? How are both used?
  17. Use case study – Find out in detail how graphics are done in one game or movie.
  18. Motion capture – What are the difficulties today? Best budget setup for it?
  19. Modern GPU architecture – How are GPU-s built today? What are they optimized for? E.g. Vega, Kepler, Pascal.
  20. 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?
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