VTR – 22/23 Edition

 
Nau3D
  • GitHub (LINK)
  • Documentation in (LINK)
  • Windows Binaries (LINK)
Assessment
  • Assignment for practical work and essay (LINK)
  • Link to template for essay (ZIP)

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:

  • Lighthouse GLSL Tutorial (LINK)
  • Core OpenGL Setup (PDF)
  • Shaders written in class (LINK)

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:

  • Notes: Lighting – Gouraud and Phong (PDF)
  • Nau Projects written in class: toon.zip

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:

  • Starting point for class: ZIP
  • Nau Projects written in class: ZIP

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:

  • Starting point for class: ZIP
  • Texturing notes LINK
  • Nau Projects written in class: ZIP

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:

  • Texturing notes (PDF)
  • Starting point for class (ZIP)
  • Noise projects (ZIP)

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:

  • Cube Mapping (PDF)
  • Nau Projects: starting point (ZIP).

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:


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:


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:

 Posted by at 12:32 am