VI I – 20/21 edition

 

Assessment

Assessment details and theme proposals (Google Docs)


Nau3D

GitHub (LINK)
Documentation in (LINK)
Windows Binaries (LINK)


Lecture 12 – BRDFs and IBL

21/01/14
Topics:
Introduction to Global illumination
BRDFs
Tone mapping and gamma correction
Image Based Lighting
Materials:
Notes on IBL and BRDFs (LINK)
Nau Projects (ZIP)

Lecture 11 – Compute Shaders

21/01/07
Topics:
Compute Shader: inputs e outputs.
Work groups and shared memory.
Image processing: exploring three alternatives with the graphics pipeline
Materials:
Compute Shader Slides by Mike Bailey (LINK)
OpenGL.org wiki – compute shader (LINK)
Nau Projects (ZIP)
TO DO (ZIP)

Lecture 9 & 10 – Tessellation Shaders

20/12/10 and 20/12/17
Topics:
Features and functionality of the Tessellation shaders. The full graphics pipeline.
The tessellation process.
Bezier patches, PN-Triangles, Phong tessellation
Materials:
Phong Tessellation (LINK)
PN-Triangles (PDF)
Slides on Tessellation shaders with OpenGL (PDF)
Nau Projects (ZIP)


Lecture 8 – Geometry Shader

20/12/03
Topics:
Geometry Shader: where it fits on the graphics pipeline, features and use cases.
Materials:
Geometry Shader at Khronos (LINK)
Mike Bailey notes on Geometry Shaders (LINK)
GLSL Tutorial at Lighthouse3D (LINK)
Nau Project Samples (ZIP)
NAU Projects: show normals (to do) (ZIP)


Lecture 7 – Normal, Parallax Mapping, and Deferred Rendering

20/11/26
Topics:
Normal mapping and bump mapping
Tangent space and the TBN matrix
Computing NM in tangent space and in camera space
Normal mapping issues
Parallax Mapping and Steep Parallax Mapping with Self Shadowing
Assignment:
Nau Project for normal mapping (ZIP)
Materials:
Nau project for deferred rendering – Barrel (ZIP)
Notes on Deferred Rendering (PDF)
Nau project for parallax Mapping (ZIP)

Learning OpenGL – Normal Mapping (LINK) and Parallax Mapping (LINK)


Lecture 6 – Reflection, Refraction and Chromatic Dispersion

20/11/19
Topics:
Reflection and refraction
Snell’s law, Fresnel and Schlicks approximation
Chromatic Dispersion
Cubemapping
Assignment:
Write shaders for reflection and refraction using cube mapping
Materials:
Cube Mapping (PDF)
Nau Projects: Cube mapping to do (ZIP). Examples(ZIP)


Lecture 5 – Texturing Coordinates

20/11/12
Texture coordinates as a vertex attribute
Usage of texture coordinates as data
Implementing functions based on texture coordinates
Assignment:
Update the shaders to produce squares of alternate colors instead of strips
Materials:
Texture Coordinates (LINK)
Nau texture coordinate projects (ZIP)


Lecture 4 – Texturing

20/11/05
Topics:
Applying textures
Using multiple textures to achieve complex effects
Usage of textures as precomputed functions
Assignment:
Expand the provided shaders to achieve the earth shader described in the notes.
Materials:
Texturing notes (PDF)
Nau texture coordinate projects (ZIP)


Lecture 3 – Gouraud vs. Phong

20/10/29
Topics:
Toon Shading: from vertex shading (Gouraud) to per pixel shading (Phong)
Normalization issues
Assignment:
Implement toon effect light per pixel
Materials:
Notes: Lighting – Gouraud and Phong (PDF)
NAU toon Projects (ZIP)
NAU lighting Projects (ZIP)


Lecture 2 – Introduction to shader writing

20/10/22
Topics:
NAU Project definition
Writing Shaders: Lighting per vertex
Materials:
NAU Projects (ZIP)
Writing shaders (PDF)


Lecture 1 – Introduction to the graphics pipeline and shader programming

20/10/15
Topics:
Course presentation and details of the assessment procedure.
The rasterization pipeline and its components.
Shader programming.
Brief introduction to NAU.
Materials:
Lighthouse GLSL Tutorial (LINK)
Core OpenGL Setup (PDF)

 Posted by at 2:25 am