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

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Seminars

Programme

  • 14.02.20: Introduction - Organization
  • 21.02.20: Research your topic (no seminar)
  • 28.02.20: Introduction - Geometry and Transformations[1]
  • 06.03.20: Introduction - Shading and Lighting[1]
  • 13.03.20: Introduction - Shaders Workshop {online} (Handout, Tasks)
  • 20.03.20: Physically-based Shading — Raimond {online}
  • 27.03.20: Virtual Reality Game Design — Raimond {online}
  • 03.04.20: Motion Effects in Adobe After Effects — Mehdi Hatamian {online, result video, animated fishes}
  • 10.04.20: Good Friday (holiday, no seminar)
  • 17.04.20: Procedural Texturing — Madis Janno (PoE video) {online}
  • 24.04.20: Rendering Precious Gems — Vladyslav Kupriienko {online}
  • 01.05.20: May Day (holiday, no seminar)
  • 08.05.20: Case Study: Alita Battle Angel — Markos-Erik Leemet {online}
  • 15.05.20: Node-based Open World Loading and Serialization: Tips and Tricks — Kristo Männa (Guest) {online}
  • 22.05.20: Academic Poster Workshop (pre-questionnaire, posters, responses, R-s table) {online}
  • 29.05.20: Project Expo (14:15 - 18:00)
    Together with CGP students
  • 30-31.05.20, from 12:15: Thesis Defense Practice (Zoom link)
    Optional

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

Chosen topics

  1. Mehdi Hatamian — Motion Effects in Adobe After Effects, 03.04
  2. Madis Janno — Procedural Texturing, 17.04
  3. Vladyslav Kupriienko — Rendering Precious Gems, 24.04
  4. Markos-Erik Leemet — Case Study: Alita Battle Angel, 08.05
  5. Jens-Stefan Mikson — ???, ??.??
  6. William J Sendewicz — ???, ??.??

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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