VTR – 26/27 Edition
Nau3D
Assessment
Lecture 1 – Introduction to the graphics pipeline and shader programming
26/09/24
Topics:
- Course presentation and details of the assessment procedure;
- The rasterization pipeline and its components;
- Brief introduction to NAU.
- Shader programming.
Assignment:
- Nau’s first shaders (starting point)
Materials:
Lecture 2 – Lighting
26/10/01
Topics:
- Toon Shading: from vertex shading (Gouraud) to per pixel shading (Phong)
- Normalization issues
- Specular component with Phong Equation
- Point and Spot Lights
Assignment:
- Implement lighting in shaders
Materials:
- Notes: Lighting – Gouraud and Phong (PDF)
- Starting point (ZIP)
- Lgihting Shaders written in class (ZIP)
Lecture 3 – Texturing: texture coordinates
26/10/08
Topics:
- Texture coordinates as a vertex attribute
- Usage of texture coordinates as data
- Implementing functions based on texture coordinates
Assignment:
- Starting point for class: ZIP
Materials:
Lecture 4 – Texturing
26/10/15
Topics:
- Applying textures
- Using multiple textures to achieve complex effects
- Perlin Noise
Assignment:
- Create shaders to render with multiple textures
Materials:
- Texturing notes (PDF)
- Starting point for class (ZIP)
- Earth Texture: (JPG)
- Other textures (ZIP)
- Noise projects (ZIP)
Lecture 5 – Reflection, Refraction and Chromatic Dispersion
26/10/22
Topics:
- Reflection and refraction
- Snell’s law, Fresnel and Schlicks approximation
- Chromatic Dispersion
- Cubemapping
Assignment:
- Cube Mapping: Shaders discussed in class (Starting point)
Materials:
- Cube Mapping (PDF)
Lecture 6 – Normal Mapping, and Deferred Rendering
26/10/29
Topics:
- Normal mapping and bump mapping
- Tangent space and the TBN matrix
- Computing NM in camera space
- Deferred Rendering
Assignment:
- Implement normal mapping, deferred rendering
Materials: