Arvutiteaduse instituut
  1. Kursused
  2. 2018/19 sügis
  3. Arvutigraafika (MTAT.03.015)
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Arvutigraafika 2018/19 sügis

  • Main
  • Lectures
  • Practices
  • Projects
  • Exam
  • Results
  • Links

Links and References

CG in Other Universities

  • Stanford
  • CMU
  • MIT
  • Cornell
  • Utrecht (videos)

Articles

  • Techspot's 3D Game Rdendering 101 article series.
  • Jendrik Illner's (Ubisoft) article lists
  • Computer graphics conferences: (here)
  • Eric Arnebäck's MSc thesis, projects etc
  • Many CG Techniques Examples

Blogs and Posts

  • M.Goodfellow's blog
  • The Devil In The Details blog
  • Joshua Barczak's (advanced) blog
  • Pixels and Voxels - Retronator Magazine (a great read about raster and vector graphics) - Medium post
  • A Journey into Fractals - Medium post

Books

  • Fundamentals of Computer Graphics. – Peter Shirley, Steve Marschner (ESTER)
  • The Algorithmic Beauty of Plants. – Przemyslaw Prusinkiewicz, Aristid Lindenmayer (PDF)
  • Physically Based Rendering: From Theory to Implementation – G. Humphreys and M. Pharr (Web)
  • Real-Time Rendering – T. Akenine-Moller, E. Haines, N. Hoffman (ESTER)
  • Bézier and B-Spline Techniques – H. Prautzsch, W. Boehm, M. Paluszny (ESTER)
  • The CGVR Lab's List of Literature

Apps

  • Interactive Linear Algebra
  • What are Color Spaces, Color Profiles and Gamma Correction?

Other

  • Glossary of Computer Graphics Terms

Techquickie / As Fast As Possible

Basics & Color

  • What is an API?
  • How Do Vector Graphics Work?
  • History of the Pixel
  • How Colour Depth Affects Image Quality
  • Monitor & TV Refresh Rates
  • Resolution - Not Just a Number

API-s, Drivers and Hardware

  • DirectX 12 & Vulkan
  • What is a Codec
  • CPUs vs GPUs
  • GeForce vs Quadro
  • History of GPUs
  • Game Engines
  • Why Don't Games Look Like Their Trailers?
  • Why do Monitors Display Colors Differently?
  • What is Simultaneous Multi-Projection?
  • VR Headsets As Fast As Possible
  • HDMI, DisplayPort, VGA, and DVI
CES 2017
  • AMD Vega Architecture @ CES 2017
  • Dell's 8K Monitor @ CES 2017

CG Techniques

  • Field of View (FoV) in Video Games
  • Ambient Occlusion
  • What is Anti Aliasing (AA)
  • Different Types of Anti-aliasing
  • What is Anisotropic Filtering (AF)
  • Interlaced vs. Progressive Scan - 1080i vs. 1080p
  • HDR or High Dynamic Range
  • What is Ray Tracing?

Computerphile

  • Computer Graphics playlist
  • Nearest Neighbour & Bilinear Interpolation
  • Bicubic Interpolation
  • Video Game & Complex Bokeh Blurs
  • Deep Learned Super-Sampling (DLSS)

Matt Parker

  • Making a physical Lissajous curve
  • Why is TV 29.97 frames per second?
  • Vector Graphics with Lasers
  • Toroidal Vortex Comedy

3Blue1Brown

  • What are quaternions, and how do you visualize them? A story of four dimensions.
  • Quaternions and 3d rotation, explained interactively + Interactive Tutorial
  • Essence of Linear Algebra playlist

TheHappieCat

  • What Are Shaders?

About Game Engines

  • Advanced Global Illumination in Unity 5 (2015)
  • Dynamic Area Lights (using LPV) in UE4

Tom Scott

  • The Utah Teapot
  • The Library of Rare Colors

Other Videos

  • Does Math Describe Everything? – Sharkee
  • Calculus & Slopes – Vi Hart
  • Why Aren't Real-World Physics Equations Used In Video Games? – gameranx
  • Beyond Turing – Ray Tracing and the Future of Computer Graphics - AdoredTV
  • Ray Tracing and Other Rendering Methods – Andrey Lebrov
  • Was RTX a Big Scam? – Performance & Image Quality Analysis – Linus Tech Tips
  • The History of Video – Veritasium
  • Mythbusters Demo GPU versus CPU
  • The world's worst video card? (part 1)
  • The world's worst video card? (part 2)
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