VTR – 23/24 Edition
Nau3D
Assessment
Lecture 1 – Introduction to the graphics pipeline and shader programming
24/02/08
Topics:
- Course presentation and details of the assessment procedure;
- The rasterization pipeline and its components;
- Brief introduction to NAU.
- Shader programming.
Materials:
Lecture 2 – Directional Light – Gouraud vs. Phong
24/02/15
Topics:
- Toon Shading: from vertex shading (Gouraud) to per pixel shading (Phong)
- Normalization issues
- Specular component with Phong Equation
Materials:
Lecture 3 – Point and Spotlights
24/02/22
Topics:
- The geometry of point and spotlights
Assignment:
- starting from the directional light project implement a point light and a spotlight
Materials:
- Starting point (starting point)
- shaders written in class (ZIP)
Lecture 4 – Texturing: texture coordinates
24/02/29
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
24/03/07
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)
- Earth Texture: (JPG)
- Other textures ZIP
- Noise projects (ZIP)
- Shaders wwritten in class (ZIP). Note that the textures folder is not included in this zip.
Lecture 6 – Reflection, Refraction and Chromatic Dispersion
24/03/14
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).
- Textures for the cube map (nissibeach_1, nissibeach_2)
- Shaders written in class (ZIP)
Lecture 7 – Normal Mapping, and Deferred Rendering
23/03/21
Topics:
- Normal mapping and bump mapping
- Tangent space and the TBN matrix
- Computing NM in camera space
- Deferred Rendering and Multisampling
Assignment:
- Implement normal mapping, deferred rendering and multisampling
Materials:
- Nau starting point (ZIP)
- Models and Textures (ZIP)
- Notes on Deferred Rendering (PDF)
- Learning OpenGL – Normal Mapping (LINK)
- Shaders discussed in class (ZIP)
Lecture 8 – Normal Mapping (cont) and Parallax Mapping
23/04/04
Topics:
- Computing NM in tangent space and in camera space
- Normal mapping issues
- Parallax mapping
- Steep parallax mapping
Assignment:
- complete project for deferred mapping and multisampling (ZIP)
- Nau starting project for normal mapping TC vs CS (ZIP)
- Nau starting project for parallax mapping (ZIP)
Materials:
Lecture 9 – Geometry Shader
23/04/11
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)
- Shaders discussed in class (ZIP)
Lecture 10 – Tessellation Shaders
23/04/18
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)
- Starting point for tess shaders (ZIP)
Lecture 11 – Tessellation Shader II; Compute Shaders
24/05/02
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
24/05/09
Topics:
- Shadow Volumes
- Shadow Maps: Vanilla version, PCF, VSM and ESM
- Trapezoidal Shadow Maps and Parallel split shadow maps
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 Project to complete (ZIP)
- Models (ZIP)
Lecture 13 – Signed distance fields
24/05/16
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: