Seminars
Programme
- 10.02: No Seminar
- 17.02: Introduction - Organization
- 24.02: No Seminar - Independence Day
- 03.03: Introduction - Geometry and Transformations[1]
- 10.03: Introduction - Shading and Lighting[1]
In room 2007 - 17.03: Introduction - Shaders Workshop (Tasks)
- 24.03: Field Trip to Futuclass
Meet in front of room 2007 around 14:00-14:15 - 31.03: Procedural Generation — Stepan Denysenko (PDF)
In room 2007 - 07.04: No Seminar - Good Friday
- 14.04: IoT Integration with VR — Artem Kabakov
- 21.04: 3D Printing Workshop with Jaanus Jaggo
In room 2007 - 28.04: Making Tetris with OpenGL — Alicia Sudlerd (PDF, Video)
- 05.05: MoCap by Ats Kurvet
In room 2007 - 12.05: The CGVR Lab VR Tour with Madis Vasser
In room 2007 - 19.05: Blastronaut Gamedev Story by Jaanus Jaggo
- 26.05: Post-Processing Effects — Raimond Tunnel
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 | Post-Processing Effects | 26.05 |
2 | Shakshi Sharma | - | - |
3 | Stepan Denysenko | Procedural Generation | 31.03 |
4 | Ayushmat Bhardwaj Soni | - | - |
5 | Artem Kabakov | IoT Integration with VR | 14.04 |
6 | Alicia Sudlerd | Making Tetris with OpenGL | 28.04 |
7 | |||
8 |
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:
- The Code Corsair blog has several case study articles.
- Dreams engine by Alex Evans (slides, second video)
- Claybook - a game using exlusively SDFs.
- GTA V - Graphics Study.
- ...
- 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.