Arvutiteaduse instituut
  1. Kursused
  2. 2019/20 sügis
  3. Arvutigraafika seminar (MTAT.03.305)
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Arvutigraafika seminar 2019/20 sügis

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Seminars

Programme

  • 06.09.19: Introduction - Organization
  • 13.09.19: Introduction - Geometry and Transformations[1]
  • 20.09.19: Introduction - Shading and Lighting[1]
  • 27.09.19: Introduction - Shaders Workshop (Handout, Tasks)
  • 04.10.19: No seminar. Go to the ICS day on 03.10 instead
  • 11.10.19: No seminar.
  • 18.10.19: Fur Rendering — Mykhailo Nitsenko (code, PDF)
  • 25.10.19: DBV Visual Effects — Kristo Männa (Guest)
  • 01.11.19: Luka Tsulaila — UI Management in Unity
  • 08.11.19: Space Partitioning — Jens-Stefan Mikson
  • 15.11.19: Use Case Study: Journey - Effects and Terrain — Madis Janno (PDF)
  • 22.11.19: Procedural Generation — Lauri Kongas (PDF)
  • 29.11.19: Augmented Reality Frameworks — Mahdi Mohebbian
  • 06.12.19: CGVR Lab Field Trip (slides)
  • 13.12.19: Peeter Nieler from Criffin
  • 20.12.19: Project Expo (14:15 - 18:00)
    Together with CGP students

[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lighting and shading models.

Chosen topics

  1. Mykhailo Nitsenko — Fur Rendering, 18.10
  2. Luka Tsulaila — UI Management in Unity, 01.11
  3. Jens-Stefan Mikson — Space Partitioning, 08.11
  4. Madis Janno — Use Case Study: Journey - Effects and Terrain, 15.11
  5. Lauri Kongas — Procedural Generation, 22.11
  6. Mahdi Mohebbian — Augmented Reality Frameworks, 29.11
  7. David Bruno Baptiste Louis Andugar — Subsurface Scattering, 06.12

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?
  21. Tileable Textures – What methods are there for creating those? Manual vs procedural?
  22. Ray Tracing with RTX – What can be done with Nvidia's RTX cards?
  23. Occlusion Culling – How is this achieved? What data structures are used?
  24. Volumetric Rendering – How to simulate volumetric light transport? Fog, fire rendering?
  25. Facial Animations – How is it achieved? What are the modern, cheapest, professional solutions?

Find more materials and ideas from the CGVR Lab's recommended literature list.

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