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  2. 2018/19 fall
  3. Computer Graphics Seminar (MTAT.03.305)
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Computer Graphics Seminar 2018/19 fall

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Seminars

Programme

  • 07.09.18: Introduction - Organization
  • 14.09.18: Introduction - Geometry and Transformations[1]
  • 21.09.18: Introduction - Shading and Lighting[1]
  • 28.09.18: Introduction - Shaders Workshop (Handout, Tasks)[1]
  • 05.10.18: Student Presentation ICS Day
  • 12.10.18: Specialist: Jaanus Jaggo developer of GroundForge, TribocalypseVR inter alia.
  • 19.10.18: The CGVR Lab Field Trip
  • 26.10.18: Post-Processing Effects - Viktor Mysko (pdf)
  • 02.11.18: Specialist: Ats Kurvet from ExteriorBox
  • 09.11.18: CPU vs GPU - Stanislav Belogrivov (pdf)
  • 16.11.18: Use Case Study: Coco - Diana Grygorian (pdf)
  • 23.11.18: Specialist: Hendrik Proosa from Kaldera (slides)
  • 30.11.18: Motion Tracking - Markos Leemet
  • 07.12.18: Reinforcement Learning in Games - Mahir Gulzar (pdf)
  • 14.12.18: Modern GPU Architecture - Ismayil Tahmazov (pdf)
  • 21.12.18: Project Presentations (14:15 - 18:00)
    Together with CGP students

[1] introductory topics - these include introduction to OpenGL and WebGL, standard graphics pipeline, vertex transformations, colors, lighting and shading models.

Chosen topics

  1. Viktor Mysko - Post-Processing Effects, 26.10
  2. Stanislav Belogrivov - CPU vs GPU, 09.11
  3. Diana Grygorian - Use Case Study: Coco, 16.11
  4. Markos Leemet - Motion Tracking, 30.11
  5. Mahir Gulzar - Reinforcement Learning in Games, 07.12
  6. Ismayil Tahmazov - Modern GPU Architecture, 14.12
  7. Jaan Õmblus — Financial Data Visualization, 02.11

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. Use case study – Find out in detail how graphics are done in one game or movie.
  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?
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  • University of Tartu
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