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
ID | Name | Topic | Date |
---|---|---|---|
1 | Raimond-Hendrik Tunnel | Non-Photorealistic Rendering | 09.12 |
2 | Jens-Stefan Mikson | Basics of Direct3D | 28.10 |
3 | Toomas Tamm | Rendering in VR | 02.12 |
4 | Mateus Surrage Reis | Vulkan | 18.11 |
5 | Karl-Hendrik Veidenberg | Subsurface Scattering | 25.11 |
6 | Lukas Andrijauskas | Aesthetics in Games | 21.10 |
7 | Artem Kabakov | Procedural Generation of Planets with CUDA | 11.11 |
8 | Andreas Poola | Environment Design in VR | 16.12 |
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?
- 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. - 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.