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
- Mehdi Hatamian — Motion Effects in Adobe After Effects, 03.04
- Madis Janno — Procedural Texturing, 17.04
- Vladyslav Kupriienko — Rendering Precious Gems, 24.04
- Markos-Erik Leemet — Case Study: Alita Battle Angel, 08.05
Jens-Stefan Mikson — ???, ??.??William J Sendewicz — ???, ??.??
Some arbitrary possible topics
- Color blending – What happens when there are transparent objects in your scene?
- Lighting models – What are the common models? Where and when are they used?
- Texturing – How can one sample from a texture? What kinds of artefacts may appear?
- Curves – Why are they important in CG? What about curved surfaces?
- Global illumination – Pick one or compare different methods: Radiosity, path tracing, photon mapping.
- 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.
- Non-realistic rendering – Where is it used and how is it achieved? Realtime vs prerendered?
- Tessellation – How can this be done in OpenGL 4?
- Post-processing effects – What effects are there? When and how are they used?
- Procedural generation (PCG wiki) – Where and how is it used? How to apply procedural textures to procedurally generated meshes?
- Physically-Based Shading – What is it? Why is it important to understand physical properties of materials for shading? What games / game engines use it?
- Rendering in VR – What extra considerations are in VR? How do different technologies overcome them?
- Vulkan – What can be done with it? Why is it useful? How to Vulkan?
- Subsurface scattering – What is it? How it is implemented? What does it solve?
- Reflections and caustics – What are the modern techniques, which do those?
- GLSL vs HLSL – What are the differences? How are both used?
- Use case study – Find out in detail how graphics are done in one game or movie.
- Motion capture – What are the difficulties today? Best budget setup for it?
- Modern GPU architecture – How are GPU-s built today? What are they optimized for? E.g. Vega, Kepler, Pascal.
- 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?
- Tileable Textures – What methods are there for creating those? Manual vs procedural?
- Ray Tracing with RTX – What can be done with Nvidia's RTX cards?
- Occlusion Culling – How is this achieved? What data structures are used?
- Volumetric Rendering – How to simulate volumetric light transport? Fog, fire rendering?
- 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.