• EN

# Department of Applied Informatics

## What you Need to Pass

• Attend lessons. One missed +0 points. 2 missed 0 points, 3 missed 0 points, 4 and more is Fx.
• Project and exercise (mandatory, 10+50 points).
• Solve all homework problems (mandatory each one >=30%, 10 points)
• Pass final term (mandatory, 20 points) You will need to solve several problems discussed during lessons.
• Pass oral/written exam: (mandatory, +20 points)
• Summary
• Attendance = 0 or -100 (Fx)
• Exercise = +50..0
• Bonus = +10..0 (optional)
• Homework = +10..4 or +4..0 (Fx)
• Final term = +20..0
• Oral/written exam = +20..0
```   A = 92-100
B = 84-91
C = 76-83
D = 68-75
E = 60-67
Fx = 0-59
```
• VIEW RESULTS
• Final Term by Moodle Electronic test 10.5 12:20 )
• Before the test exam you can try to solve many tests from the graphics page, is you can pass the example test then you have big chance to pass the test exam.
• Schedule
• Mon (12:20) - Online MS Teams (lecture)
• Str (9:50) - (excercises)

### Lecture00 "Introduction to Computer Graphics"

• Computer Graphics Applications

### Lecture01 "Graphics Pipeline"

• What is The Graphics Pipeline
• Primitive Assembly
• Geometry Postprocessing and Rasterization
• Frame Buffer Operations
• http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/pipeline33/
• Lecture notes: lesson00.pdf [1]
• Štátnicová téma: Zobrazovací kanál. Grafická pipeline moderného hardvéru, framebuffer, buffer objekty, používané súradnicové priestory, druhy shader programov, druhy optimalizačných techník (view frustum, occlusion, backface culling), príklad shader programov.

### Lecture04 "Ray Tracing 3."

• Ray Tracing Acceleration
• Data structure: grids, BVH, Kd-tree, Directional Partitioning
• Dynamic Scenes
• Beam and Cone Tracing
• Packet Tracing
• Lecture notes: lesson02.pdf
• Poznámky v Slovenčine k téme Dátové Štruktúry a Kd-tree.
• Štátnicová téma: Kanál metódy sledovania lúča a porovnanie s Radiosity metódou. (definícia lúča, definícia tieňového lúča, popis metódy sledovania lúča, generovanie lúča, pochod po lúči (ray traversal), prienik lúča s trojuholníkom, stromová štruktúra lúčov (ray tree) a jej použitie na výpočet lokálnej farby, problém presnosti priesečníkov). Metóda sledovania lúča na GPU, urýchľovacie techniky.

• OPENGL Light sources
• First time meeting with Rendering Equation

### Lecture06 "Light Trasport."

• Physics behind ray tracing
• Physical light quantities
• Visual perception of light
• Light sources
• Light transport simulation: Rendering Equation
• Lecture notes: lesson05.pdf
• Štátnicová téma: Fyzikálny osvetlovací model a výpočet farieb renderovacou rovnicou. (definícia radiancie, definícia BRDF a jej vlastnosti, fyzikálne BRDF Cook-Tarrance, definícia priestorového uhlu, napíšte renderovaciu rovnicu a vysvetlite jej členy).

• Diffuse reflectance function
• Radiative equilibrium between emission and absorption, escape
• System of linear equations
• Iterative solution Neuman series
• Lecture notes: lesson05.pdf

### Lecture08 "BRDF."

• Bidirectional Reflectance Distribution Function (BRDF)
• Reflection models
• Projection onto spherical basis functions
• Shading Phong model, Blin-Phong model
• Lecture notes: lesson07.pdf
• Homework:
• 1. Prove that the specular BRDF from slides less07 fulfills the BRDF properties: reciprocity, energy conservation, definit space, value space of BRDF
• 2. Derive the equation for refracted direction Omega_r from shading document in section 6.3.3.
• Physical BRDF
• Ward Reflection Model
• Cook-Torrance model
• Lecture notes: lesson07Phys.pdf

• Lecture notes: lesson08.pdf
• Štátnicová téma: Tiene, typy tieňov (mäkké, tvrdé, statické, dynamické), typy a popis algoritmov (projekčné, tieňové objemy, tieňové mapy (shadow mapping)), spôsoby implementácie jednotlivých algoritmov, artefakty a ich odstraňovanie, príklad shader programov pre tieňové mapy. Artefakty spôsobené diskretizáciou. Tiene vo Phongovom modeli.

### Lecture11, Lecture12 "Texturing 1, 2."

• Texture parameterization
• Procedural methods
• Procedural textures
• Fractal landscapes
• Lecture notes: lesson09.pdf
• Book chapter (Surface reality techniques): lessonBoook09.pdf
• Štátnicová téma: Lokálne osvetľovacie modely. (tieňovanie, Phongov a Blinn-Phongov osvetlovací model, zložky (ambientna, difúzna, zrkadlová), textúrovanie a druhy textúr, mapovanie a filtrácia textúr, popísať princípy environment, bump, normal mapovania, textúrovací a tangenciálny priestor, príklad shader programov na GPU.

### Lecture13 "Image Based Rendering 1."

• Plenopticfunction
• Panoramas
• Concentric Mosaics
• Light Field Rendering
• The Lumigraph
• Lecture notes: lesson10.pdf
• Homework: Blinn-Phong enumeration.

### Lecture14 "Image Based Rendering 2."

• Layered Depth Images
• View-dependent Texture Mapping
• Surface Light Fields
• View Morphing
• Lecture notes: lesson10.pdf

• Test problem introduction

# Seminars on Advanced Computer Graphics

On wednesdays at 9:50 On Teams

## Info

Each week a short guided presentation will be given.

An assignment for every week will be finishing a template C# project. The deadline for every project is right before the next successive seminar - Wednesday at 9:50. The extended deadline is a week after with 0.5x penalization. Solutions to bonus assignment can be submitted anytime during the 2 weeks without the penalization.

• Minimum of 50% from exercises required to finish the class successfully
• Late submission is for 0, no discussion

### Project Evaluation Criteria

• 10 pt => Correct submission, everything works as supposed.
• 6 pt => Partially correct submission, most of the things work as supposed.
• 3 pt => Partially correct submission, at least one core functionality correct.
• 0 pt => Incorrect submission or unsubmitted.
• Penalization 0.5x when submitting in extended deadline (not for bonus).

### Project Submittion

• Your code should be well formatted and commented. Titles of functions, classes, variables should be representative of their purpose.
• Submission email must have the subject in the form of 'ACG ExNN' where NN is the exercise id, eg. ACG Ex05.
• Solution source codes have to be archived and named properly 'ExNN_YourName'
• Do not archive send executable files.
• Send by email to adam.riecicky@fmph.uniba.sk.

## Exercises

### Exercise00 "Vectors and Matrices"

Asignment: Create a simple application for vector(4x1) and matrix operations(4x4). Use struct properties, functions and/or operators. Create a calculator, check your equations and results. Add implementation to theese files in folder ./Mathematics/ : Vector4.cs, MathEx.cs, and "Matrix44.cs

You can ignore vector operations "/" (vector projection) and "^" (modulation product).

For a help, see this reminder on linear algebra