Arvutiteaduse instituut
  1. Kursused
  2. 2017/18 kevad
  3. Arvutigraafika seminar (MTAT.03.305)
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Arvutigraafika seminar 2017/18 kevad

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Seminars

Programme

  • 16.02.18: Introduction - organization
  • 23.02.18: Shortened Workday (CGP presentations, no seminar)
  • 02.03.18: Introduction - Geometry and Transformations[1] (up to slide 34)
  • 09.03.18: Introduction - Geometry and Transformations[1] (+ next slides up to slide 25)
  • 16.03.18: Introduction - Lighting and The Standard Graphics Pipeline[1]
  • 23.03.18: Shader Workshop (Handout, Tasks, Solutions)
  • 30.03.18: Holiday - The Good Friday
  • 06.04.18: Texturing – Rauno Näksi
  • 13.04.18: Use Case Study: Ostriv – Viktor Mysko (PDF)
  • 20.04.18: Procedural Generation – Kaarel Tõnisson (64KB video1, video2)
  • 27.04.18: Rendering a Large Amount of Units – Silver Kirotar
  • 04.05.18: Rendering in VR – Natia Doliashvili
  • 11.05.18: Technology Behind the Microsoft RoomAlive Project – Luka Tsulaia
  • 18.05.18: The CGVR Lab Field Trip
  • 25.05.18: Project Demos (14:15 - 18:00)
    Together with CGP students
  • 01.06.18: Student Project Competition Presentations
    Optional. No seminar
  • 02.06 - 03.06.18: Thesis Defense Practice
    Optional. Recommended for anyone desiring to defend a thesis
    Rom 219, 11:00 - ...

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

Chosen topics

  1. Rauno Näksi — Texturing, 06.04
  2. Viktor Mysko — Use Case Study: Ostriv, 13.04
  3. Kaarel Tõnisson — Procedural Generation, 20.04
  4. Silver Kirotar — Rendering a Large Amount of Units, 27.04
  5. Natia Doliashvili — Rendering in VR, 04.05
  6. Luka Tsulaia — Technology Behind the Microsoft RoomAlive Project, 11.05
  7. Khatia Kilanava — ???, ??.??
  8. Fodio Tureta Abubakar — ???, ??.??

Some arbitrary 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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