(Excercise04 "Geometry Shader”)
(Excercise03 "OBJECT LOADING”)
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=== Excercise03 "OBJECT LOADING” ===
 
=== Excercise03 "OBJECT LOADING” ===
 
* Projection and Model-view Matrices
 
* Projection and Model-view Matrices
* Assimp Library
+
* Assimp Library [https://learnopengl.com/Model-Loading/Assimp]
 
* Specular Lighting  
 
* Specular Lighting  
 
Assignment: Load object and textue. Create VBO and implement specular light shader programs using  GLSL: [[media:cv03.zip|cv03.zip]]
 
Assignment: Load object and textue. Create VBO and implement specular light shader programs using  GLSL: [[media:cv03.zip|cv03.zip]]

Revision as of 15:36, 9 March 2020

Real-time computer graphics

This course ...

  • Will focus on visualization of 3D scenes [1]
  • Will show you what are the current topics
  • Will improve your skills in
    • OpenGL
    • Computational geometry
    • Algorithms and data structures

What you Need to Pass


  • Grades
    • A = 91-100
    • B = 81-90
    • C = 71-80
    • D = 61-70
    • E = 51-60
    • Fx = 0-50

LESSONS

Lesson00 "Introduction to Computer Graphics"

  • Introduction to Computer Graphics
  • Common techniques
  • Cutting edge tools and packages
  • State of the Art
    • Volumetric particle shadows [2]
    • Evolution of Amd and Ati graphics cards [3] [4]
    • Evolution of graphics from NVIDIA [5] [6]
    • PhysX [7]
  • Course schedule
  • "Terms and conditions" of this course
  • Lecture notes: Lecture0.pdf

Lesson01 "Graphics Pipeline, Shaders"

  • OpenGL Graphics Pipeline [8]
  • Shader languages
  • GLSL – vertex, fragment
  • Passing variables
  • Lecture notes: Lecture1.pdf

Lesson02 "Buffer Objects, FBO"

  • Vertex arrays [9]
  • Buffer object data
  • Vertex Buffer Objects [10]
  • Pixel Buffer Objects [11]
  • Rendering to texture
  • Deferred lighting [12][13]
  • Lecture notes: Lecture2.pdf

Lesson03 "Lighting, Texturing"

  • Rendering equation
  • Phong local illumination
  • Oren-Nayar model
  • Cook-Torrance model
  • Texture filtering [14] [15]
  • Bump mapping [16]
  • Lecture notes: Lecture3.pdf

Lesson04 "Global Illumination"

  • Ambient occlusion [17]
  • Distance attenuation
  • Ray tracing [18]
  • Depth buffer masking
  • Lecture notes: Lecture4.pdf

Lesson05 "Shadows"

  • Shadows generation
  • Light maps
  • Planar shadows
  • Projective shadows
  • Shadow mapping [19] [20]
  • Shadow volumes
  • Lecture notes: Lecture5.pdf

Lesson06 "Reflections, Refractions"

Lesson07 "Post-Processing"

  • Depth of Field
  • Gaussian blur
  • Motion blur
  • Glow [26]
  • High Dynamic Range [27]
  • Tone mapping
  • Lecture notes: Lecture7.pdf

Lesson08 "Geometry Optimalization"

  • Reducing geometry
  • Back-face culling [28]
  • Occlusion culling
  • Levels of Detail
  • Texture atlas
  • Lecture notes: Lecture8.pdf

Lesson09 "GPGPU"

  • SIMD
  • CUDA [29] [30]
  • Shared memory
  • OpenCL
  • Compute shaders [31]

Lesson10 "GPU Volume Graphics"

  • Volume Data
  • Transfer Function
  • Marching Cubes
  • 3D Textures
  • Multi-textures
  • Ray-casting
  • Lecture notes: Lecture10.pdf


EXCERCISES

Excercise00 "Basic project”

  • Basic project: cv0.rar
  • Work with libraries GLUT and GLEW.

Assignment: Add a light to the program.

Excercise01 "Texturing and Lighting”

  • Texture in OpenGL [32]
  • Diffuse Lighting [33]

Assignment: create a textured cube and implement the diffuse lighting in the shader program: cv01.zip

Excercise02 "GLSL 4.00.9”

  • Transformation matrices [34]
  • Animation
  • VBO [35]

Assignment: Create VBO and implement shader programs using GLSL 4.00.9: cv2.zip

Excercise03 "OBJECT LOADING”

  • Projection and Model-view Matrices
  • Assimp Library [36]
  • Specular Lighting

Assignment: Load object and textue. Create VBO and implement specular light shader programs using GLSL: cv03.zip

HOMEWORK (20.3.):

  • load 3 objects
  • create point light source
  • add a texture

Excercise04 "Geometry Shader”

Assignment : Implement shader program that creates a tetrahedron: cv04.zip

Excercise05 "Tessellation”

  • Tessellation control shader [40]
  • Tessellation evaluation shader

Assignment: napíšte control a evaluation shader ktorý prerozdelí trojuholník: cv05.zip

Excercise06 "Shadow Mapping”

Assignment: nastavte kameru z pohľadu svetla a zobrazte tieň: cv7.zip

Excercise07 "Ambient Occlusion”

  • Render to Depth Texture [43]
  • Ambient Occlusion

Assignment: nastavte shader program na zobrazenie efektu ambient occlusion: Cv07.zip

HOMEWORK (24.4.):

  • add camera movements
  • animate at least one object

Excercise08 "Post-processing”

  • Post-processing
  • Glow

Assignment: nastavte shader program na zobrazenie glow efektu: cv9.zip

Excercise09 "Compute Shaders”

Assignment: implement Julia set image using compute shader cv10.zip