Seminars
Programme
- 17.09: Introduction - Organization
- 24.09: Introduction - Geometry and Transformations[1]
- 01.10: Introduction - Shading and Lighting[1]
- 08.10: Introduction - Shaders Workshop (Handout, Tasks)
- 15.10: Graphics on Smartphones – Bohdan Romashchenko
- 22.10: Advanced Blender Techniques – Kaarel Rüüsak (PDF)
- 29.10: World Building for VR – Shumpei Morimoto (PDF)
- 05.11: Modern GPU Architecture – Aap Vare (PDF)
- 12.11: High Dynamic Range – Gianluca Rubino
- 19.11: Procedural Generation – Karl Kuusik and Oliver Vainumäe
- 26.11: Photogrammetry – Toomas Treikelder
- 03.12: Laplacian Growth – Mathias Plans (PDF)
- 10.12: Virtual Reality – Kertu Toompea (PDF)
- 17.12: Fractal Rendering – Raimond Tunnel (PDF, CGLearn ACG chapter)
[1] introductory topics - these include the standard graphics pipeline, linear and affine transformations, and Phong's lighting model.
Chosen topics
ID | Name | Topic | Date |
---|---|---|---|
1 | Raimond-Hendrik Tunnel | Fractal Rendering | 17.12 |
2 | Toomas Treikelder | Photogrammetry | 26.11 |
3 | Mathias Plans | Laplacian Growth | 03.12 |
4 | Kertu Toompea | Virtual Reality | 10.12 |
5 | Kaarel Rüüsak | Advanced Blender Techniques | 22.10 |
6 | Oliver Vainumäe | Procedural Generation (wth Karl) | 19.11 |
7 | Aap Vare | Modern GPU Architecture | 05.11 |
8 | Shumpei Morimoto | World Building for VR | 29.10 |
9 | Bohdan Romashchenko | Graphics on Smartphones | 15.10 |
10 | Gianluca Rubino | High Dynamic Range | 12.11 |
11 | Karl Kuusik | Procedural Generation (wth Oliver) | 19.11 |
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.