VTR – 21/22 Edition

 
Nau3D
  • GitHub (LINK)
  • Documentation in (LINK)
  • Windows Binaries (LINK)
Assessment

Enunciado dos trabalhos práticos e monografia (PDF)


Lecture 1 – Introduction to the graphics pipeline and shader programming

22/02/17
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)
  • Projectos Nau (ZIP)

Lecture 2 – Gouraud vs. Phong

22/02/24
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)

Lecture 3 – Specular Light and Light Types

22/03/03

Topics:

  • Adding specular lighting
  • Light types: point and spot lights

Assignment:

  • starting from the point light project implement a spotlight

Materials:

  • Nau Projects: specular lighting and point lights (ZIP)

Lecture 4 – Texturing Coordinates

22/03/10

Topics:

  • Texture coordinates as a vertex attribute
  • Usage of texture coordinates as data
  • Implementing functions based on texture coordinates

Assignment:

  • Update the shaders to perform multitexturing on a cube

Materials:

  • Texture Coordinates (LINK)
  • Nau texture coordinate projects (ZIP)

Lecture 5 – Texturing

22/03/17
Topics:

  • Applying textures
  • Using multiple textures to achieve complex effects

Assignment:

  • Create a shader to render Earh with multiple textures

Materials:

  • Texturing notes (PDF)
  • Nau projects (ZIP)

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 7 – Normal, Parallax Mapping, and Deferred Rendering

22/03/31
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 simple project for deferred rendering (ZIP)
  • Nau project for deferred rendering – Barrel (ZIP)
  • Notes on Deferred Rendering (PDF)
  • Nau project for parallax Mapping (ZIP)
  • Learning OpenGL – Normal Mapping (LINK)
  • Parallax Mapping (LINK)

Lecture 8 – Geometry Shader

22/04/07
Topics:

  • Geometry Shader: where it fits on the graphics pipeline, features and use cases.

Assignment:

  • NAU Projects: show normals (to do) (ZIP)

Materials:

  • Geometry Shader at Khronos (LINK)
  • Mike Bailey notes on Geometry Shaders (LINK)
  • GLSL Tutorial at Lighthouse3D (LINK)
  • Nau Project Samples (ZIP)

Lecture 9 – Tessellation Shaders

22/04/21
Topics:

  • Features and functionality of the Tessellation shaders.
  • The full graphics pipeline.
    The tessellation process.
  • Bezier patches, PN-Triangles, Phong tessellation

Assignment:

  • Phong Tessellation(ZIP)

Materials:

  • Phong Tessellation (LINK)
  • PN-Triangles (PDF)
  • Slides on Tessellation shaders with OpenGL (PDF)

Lecture 10 – Compute Shaders

22/04/28
Topics:

  • Compute Shader: inputs e outputs.
  • Work groups and shared memory.
  • Image processing: exploring three alternatives with the graphics pipeline

Assignment:

  • Implement a gaussian filter (ZIP)

Materials:

  • Compute Shader Slides by Mike Bailey (LINK)
  • OpenGL.org wiki – compute shader (LINK)
  • Nau Projects (ZIP)

Lecture 11 – Shadows

22/05/05
Topics:

  • Shadow Volumes
  • Shadow Maps: Vanilla version, PCF, VSM and ESM
  • Trapezoidal Shadow Maps and Parallel split shadow maps

Assignment:

  • Complete the project to implement PCF shadows (ZIP)

Materials:


Lecture 12 – Volumetric techniques

22/05/12
Topics:

  • Ray Casting
  • Voxelization
  • Voxel Cone Tracing

Assignment:

  • Complete the project to implement a ray caster (ZIP)

Materials:


Lecture 13 – Caustics, BRDFs, Tone Mapping, IBL

22/05/19
Topics:

  •  

Assignment:

  • Complete the project adding tone mapping and gamma correction (ZIP

Materials:

  • Nau Projects (ZIP)

 Posted by at 5:16 pm