VTR – 23/24 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

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:

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

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:

  • Notes: Lighting – Gouraud and Phong (PDF)
  • Starting point (ZIP)
  • Shaders written in class (ZIP)

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:


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:

  • Starting point for class: ZIP
  • Texturing notes LINK
  • Shaders discussed in class <ZIP>

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:


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:

  • Learning OpenGL – Parallax Mapping (LINK)
  • Shaders written in class (ZIP)

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:


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:

 Posted by at 12:04 pm