Arvutiteaduse instituut
  1. Kursused
  2. 2022/23 sügis
  3. Arvutigraafika seminar (MTAT.03.305)
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Arvutigraafika seminar 2022/23 sügis

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Seminars

Programme

  • 16.09: Introduction - Organization
  • 23.09: Introduction - Geometry and Transformations[1]
  • 30.09: Introduction - Shading and Lighting[1]
    In room 2007
  • 07.10: Introduction - Shaders Workshop (Handout, Tasks, Solutions)
  • 14.10: Guest Presentations:
    • Video Games Curriculum — Raimond Tunnel
    • Very Awesome Modern Computer Graphics Stuff — Ats Kurvet
  • 21.10: Video Game Atmosphere — Lukas Andrijauskas (PDF)
  • 28.10: Basics of Direct3D — Jens-Stefan Mikson (PDF)
  • 04.11: CGVR Study Lab Field Trip
    In room 2007
  • 11.11: Procedural Generation of Planets with CUDA — Artem Kabakov (PDF)
  • 18.11: Vulkan — Mateus Surrage Reis
  • 25.11: Subsurface Scattering — Karl-Hendrik Veidenberg (PDF)
  • 02.12: Rendering in VR — Toomas Tamm (PDF)
  • 09.12: Non-Photorealistic Rendering — Raimond Tunnel
  • 16.12: Environment Design in VR — Andreas Poola (PDF)
    In room 2007

[1] introductory topics - these include the standard graphics pipeline, linear and affine transformations, and Phong's lighting model.

Chosen topics

IDNameTopicDate
1Raimond-Hendrik TunnelNon-Photorealistic Rendering09.12
2Jens-Stefan MiksonBasics of Direct3D28.10
3Toomas TammRendering in VR02.12
4Mateus Surrage ReisVulkan18.11
5Karl-Hendrik VeidenbergSubsurface Scattering25.11
6Lukas AndrijauskasAesthetics in Games21.10
7Artem KabakovProcedural Generation of Planets with CUDA11.11
8Andreas PoolaEnvironment Design in VR16.12
    
    

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. Case study – Find out in detail how graphics are done in one game or movie.
    For example, The Code Corsair blog has several case study articles.
  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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