VTR – 26/27 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

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:

Materials:

  • Lighthouse GLSL Tutorial (LINK)
  • Core OpenGL Setup (PDF)
  • 3D Models: rainbow bench (ZIP)

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:

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:

  • Nau starting point (ZIP)
  • Models and Textures (ZIP)
  • Notes on Deferred Rendering (PDF)
  • Learning OpenGL – Normal Mapping (LINK)
 Posted by at 2:38 pm