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# Modelling and Rendering Techniques (Course Materials)

Lecture Monday 8:10 M-XII Exercise Tuesday 13:10 M-XII

No make-up exams will be given for missed tests. All the assignments should be turn in by the designated due date. To pass this course all the course requirements must be SATISFACTORILY completed > 30% of each problem set.

## 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, 50 points).
• Solve all homework problems (mandatory each one >=30%, 20 points)
• Pass final term (mandatory, 10 points) You will need to solve several problems discussed during lessons.
• Pass oral/written exam: (optional, +20 points) If you feel you are better, convince me !
• Summary
• Attendance = 0 or -100 (Fx)
• Homework = +20..7 or +6..0 (Fx)
• Project = +50..0
• Mid term = +10..0
• 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

### Oral Examination

To the oral examination all the above requirements must be SATISFACTORILY completed.

### Materials to read

• Michael Henle, "A Combinatorial Introduction to Topology"
• J. O'Rourke, "Computational Geometry in C"
• IA. T. Fomenko and T. L. Kunii, "Topological Modeling for Visualization"

# Exercises

Monday 16:30 I-H6

The exercises will be focused on practical approach of modelling and rendering using Blender. Evaluation consists of three individual projects covering exercised topics. Also, a short presentation from selected topic will be required from each student.

### Evaluation

20p - Attendance ( 10x2p )

45p - 3D Modelling Project ( 3x15p )

35p - Presentation (compulsory)

19.9.2016

### EXCERCIS E01 "Blender Basics"

26.9.2016

• Assigning presentation topics
• Introduction to Blender, workspace, 3D view manipulation, objects and their transformations,
• For help see Blender Shortcuts and Controls pdf

### EXCERCISE 02 "HDR and Mesh Modelling Fundamentals"

4.10.2016

• Find Simpsons 1/3 rule in a book at page 104
• Mesh edit mode, mesh manipulation

### EXCERCISE 03 "Mesh Smoothing and Modifiers"

11.10.2016

• Smooth/Flat shading vs mesh subdivision
• Mirror and Subdivision surface modifiers

25.10.2016

### HOME WORK

• Assignment of homework: [pdf]
• Deadline is monday lesson 7.11.2016
• RGB to HSL color space conversion:
• read more about color spaces in book (e.g. Moderní počítačová grafika)
• use RapidTables website for online conversion and formulas (detailed calculation)

### PROJECT 01

• Deadline is 13.11.2016 23:59

Select and create 4 models using the techniques we’ve learned.

Models: light bulb, vine glass, mug, bottle, candle holder, table, chair, corkscrew, lamp, screw, book

Compulsory techniques: extrusion, loop cutting, curves, boolean modifier

Tips:

• Find reference photos and use them as a template
• Use subdivision surface and smooth shading to produce more realistic results.

Mesh complexity and realistic looks will be rated. Screenshots of modelling process are required.

Use Screenpresso to capture your progress regularly (every change). Pack unmodified screenshots and .blend file with all finished models, each on separate layer, into an archive (zip/7z/rar).

Send the archive to adam.riecicky@fmph.uniba.sk

### EXCERCISE 05 "Materials and Lights"

14.11.2016

• Find and use free models from TF3DM website
• Light types and their properties
• Material properties and shading methods

### EXCERCISE 06 "Texturing and Texture Coordinates"

15.11.2016

• Unwrapping a mesh model and editing texture coordinates
• Extraction of uv texture image and manual texture drawing
• Painting textures directly on 3D mesh

### EXCERCISE 07 "More about Textures"

21.11.2016

• Generated/procedural textures
• Specular maps
• Bump, normal, height maps
• Displacement mapping

### PROJECT 02+03

• Deadline is exercise 6.12.2016

Create a realistic rendered image of a complex scene using at least 2 of your models and the others you've downloaded, applying textures and materials to these models by yourself. Scene examples: beach, snowy mountain town, a room, city street, a forest, desert, etc...

Compulsory techniques: texturing (min 3 models), bump mapping, displacement mapping, specular map, multiple lights,

For submitting follow the rules from Project 01 assignment. Add the best rendered image of your scene to the submitted archive.