- 11.02: Introduction - Organization
- 18.02: Introduction - Geometry and Transformations
- 25.02: Introduction - Shading and Lighting
- 04.03: Introduction - Shaders Workshop (Tasks, Handout, Previous Slides)
- 11.03: Guest Presentation: Computer Graphics for Virtual Reality – Ats Kurvet
- 18.03: Motion Capture – Tofig Bakhshiyev (PDF)
- 25.03: Ray Tracing – Ashraf Abbasov
- 01.04: The CGVR Lab Field Trip (room 2007, slides)
- 08.04: Upscaling with Deep Learning - Kirill Milintsevich
- 15.04: The Good Friday (holiday, no seminar)
- 22.04: Procedural Generation of Nature Environments - Karl Vaba
- 29.04: Subsurface Scattering - Timo Tiirats
Bring your laptop and a mouse, seminar with Jaanus Jaggo
- 06.05: DIY CAD - Mathias Plans (PDF)
- 13.05: Volumetric Rendering - Raimond-Hendrik Tunnel (PDF)
- 20.05: Anti-Anxiety VR Games - Kertu Toompea (PDF)
Seminar with ulno
- 26.05 (14-18, r2006-2007): Projects Expo
Together with CGP students, FB event
- 28-29.05: Thesis Defense Practice Optional, r1022, 12-20 (ask Raimond for further info)
 introductory topics - these include the standard graphics pipeline, linear and affine transformations, and Phong's lighting model.
|1||Raimond-Hendrik Tunnel||Volumetric Rendering||13.05|
|2||Karl Vaba||Procedural Generation of Nature Environments||22.04|
|3||Timo Tiirats||Subsurface Scattering||29.04|
|4||Mathias Plans||DIY CAD||06.05|
|5||Kirill Milintsevich||Upscaling with Deep Learning||08.04|
|6||Ashraf Abbasov||Ray Tracing||25.03|
|7||Tofig Bakhshiyev||Motion Capture||18.03|
|8||Kertu Toompea||Anti-Anxiety VR Games||20.05|
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.