VTR – 22/23 Edition
Nau3D
Assessment
Lecture 1 . Introduction to the graphics pipeline and shader programming
23/02/16
Topics:
- Course presentation and details of the assessment procedure.
- The rasterization pipeline and its components.
- Shader programming.
- Brief introduction to NAU.
Materials:
Lecture 2 – Gouraud vs. Phong
23/02/23
Topics:
- Toon Shading: from vertex shading (Gouraud) to per pixel shading (Phong)
- Normalization issues
- Specular component with Phong Equation
Assignment:
- Implement lighting per pixel with specular component
Materials:
Lecture 3 – Specular Light and Light Types
23/03/02
Topics:
- Adding specular lighting
- Light types: point and spot lights
Assignment:
- starting from the point light project implement a spotlight
Materials:
Lecture 4 – Texturing: texture coordinates
23/03/09
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:
Lecture 5 – Texturing
23/03/16
Topics:
- Applying textures
- Using multiple textures to achieve complex effects
- Perlin Noise
Assignment:
- Create a shader to render Earh with multiple textures
Materials:
Lecture 6 – Reflection, Refraction and Chromatic Dispersion
23/03/23
Topics:
- Reflection and refraction
- Snell’s law, Fresnel and Schlicks approximation
- Chromatic Dispersion
- Cubemapping
Assignment:
- Write shaders for chromatic dispersion
Materials:
Lecture 7 – Normal Mapping, and Deferred Rendering
23/03/30
Topics:
- Normal mapping and bump mapping
- Tangent space and the TBN matrix
- Computing NM in camera space
- Deferred Rendering and Multisampling
Assignment:
- Nau starting 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)
- Learning OpenGL – Normal Mapping (LINK)
Lecture 8 – Normal Mapping (cont) and Parallax Mapping
23/04/13
Topics:
- Computing NM in tangent space and in camera space
- Normal mapping issues
- Parallax mapping
- Steep parallax mapping
Assignment:
- Nau starting project for deferred mapping and multisampling (ZIP)
- Nau starting project for parallax mapping (ZIP)
Materials:
- Notes on Deferred Rendering (PDF)
- Learning OpenGL – Parallax Mapping (LINK)
- Nau complete project for parallax mapping (ZIP)
Lecture 9 – Geometry Shader
23/04/20
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 starting point for class (ZIP)
- Geometry Shader at Khronos (LINK)
- Mike Bailey notes on Geometry Shaders (LINK)
- GLSL Tutorial at Lighthouse3D (LINK)
- Nau Project Samples (ZIP)
Lecture 10 – Tessellation Shaders
23/04/27
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)
- Nau projects (ZIP)
Lecture 11 – Tessellation Shader II; Compute Shaders
23/05/11
Topics:
- Culling and dynamic tessellation for regular grids
- 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 – Image Processing (ZIP)
- Nau Projects – Mandelbrot (ZIP)
Lecture 12 – Shadows
23/05/18
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:
- Variance shadow maps paper (paper, example)
- Exponential shadow maps theory (paper, theory, intuition)
- Trapezoidal shadow maps (paper, recipe)
- Parallel split shadow maps (GPU GEMS 3)
- Nau Projects (see blackboard)
- Nau Project to complete (ZIP)
Lecture 13 – Volumetric techniques
23/05/25
Topics:
- Ray Casting
- Voxelization
- Voxel Cone Tracing
Assignment:
- Complete the project to implement a ray caster (ZIP)
Materials:
- Ray-Box intersection (LINK)
- Marching Cubes (LINK1, LINK2)
- Voxel Cone Tracing (PDF)
- Nau Projects (voxelsCubes)
Lecture 14 – Signed distance fields
01/06/25
Topics:
- Geometric solid constructive geometry
- Ray marching in signed distance fields
- Signed distance field operators
Assignment:
- Complete the project to implement a ray caster on a SDF and compose a scene using the SDF operators (ZIP)
Materials: