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     Fx = 0-59
 
     Fx = 0-59
  
*[https://docs.google.com/spreadsheets/d/1jbNMBGyIsJ3m6MwfGBKiq7BTLl6scVlAKAIp0qZvlTM/edit?usp=sharing '''VIEW RESULTS''']
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*[https://docs.google.com/spreadsheets/d/18Tfi-5vJ4gdAGtF0Ky2CZIIpwV0SebF79pmZQySh1Oc/edit?usp=sharing '''VIEW RESULTS''']
* [https://moodle.uniba.sk/fmfi Final Term] by Moodle Electronic test 10.5 12:20 )
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*[https://moodle.uniba.sk/course/view.php?id=2164 Final Term] by Comenius University Moodle Electronic test 16.5 8:00 )
* Before the test exam you can try to solve many [http://www.netgraphics.sk/testy-pocitacovej-grafiky tests] from the graphics page, is you can pass the example test then you have big chance to pass the test exam.  
+
* 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
 
* Schedule
** Mon (12:20) - Online MS Teams (lecture)
+
** Mon (15:40) - Online MS Teams (lecture)
** Str (9:50) - (excercises)
+
** Wed (8:10) - (excercises)
  
 
=== Materials to read ===  
 
=== Materials to read ===  
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* http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/pipeline33/
 
* http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/pipeline33/
 
* Lecture notes: [[media:cg2_lesson00.pdf|lesson00.pdf]] [https://docs.google.com/presentation/d/1Gc0a1VoGR096N1aO7Y_11GCc3k-Jpm8jEGzQ5qgpL3Q/edit?usp=sharing]
 
* Lecture notes: [[media:cg2_lesson00.pdf|lesson00.pdf]] [https://docs.google.com/presentation/d/1Gc0a1VoGR096N1aO7Y_11GCc3k-Jpm8jEGzQ5qgpL3Q/edit?usp=sharing]
* 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.
+
* 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.
  
 
=== Lecture02 "Ray Tracing 1." ===
 
=== Lecture02 "Ray Tracing 1." ===
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* Lecture notes: [[media:cg2_lesson02.pdf|lesson02.pdf]]
 
* Lecture notes: [[media:cg2_lesson02.pdf|lesson02.pdf]]
 
* Poznámky v Slovenčine k téme [[media:cg2_DatoveStruktury.pdf|Dátové Štruktúry]] a [[media:cg2_Kd-tree.pdf|Kd-tree]].  
 
* Poznámky v Slovenčine k téme [[media:cg2_DatoveStruktury.pdf|Dátové Štruktúry]] a [[media:cg2_Kd-tree.pdf|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.
+
* 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.
  
 
=== Lecture05 "Shading." ===
 
=== Lecture05 "Shading." ===
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* Light transport simulation: Rendering Equation
 
* Light transport simulation: Rendering Equation
 
* Lecture notes: [[media:cg2_lesson05.pdf|lesson05.pdf]]
 
* Lecture notes: [[media:cg2_lesson05.pdf|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).
+
* 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).
  
 
=== Lecture07 "Radiosity." ===
 
=== Lecture07 "Radiosity." ===
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* Shading Phong model, Blin-Phong model
 
* Shading Phong model, Blin-Phong model
 
* Lecture notes: [[media:cg2_lesson07.pdf|lesson07.pdf]]
 
* Lecture notes: [[media:cg2_lesson07.pdf|lesson07.pdf]]
* Homework:  
+
* '''Homework:'''
** 1. Prove that the specular BRDF from slides [https://dai.fmph.uniba.sk/upload/1/1d/Cg2_lesson07.pdf less07] fulfills the BRDF properties: reciprocity, energy conservation, definit space, value space of BRDF
+
** 1. Prove that the mirror BRDF from slides [https://dai.fmph.uniba.sk/upload/1/1d/Cg2_lesson07.pdf less07] fulfills the BRDF properties: reciprocity, energy conservation, definit space, value space of BRDF
 
** 2. Derive the equation for refracted direction Omega_r from [https://dai.fmph.uniba.sk/upload/e/eb/Shading.pdf shading] document in section 6.3.3.
 
** 2. Derive the equation for refracted direction Omega_r from [https://dai.fmph.uniba.sk/upload/e/eb/Shading.pdf shading] document in section 6.3.3.
 
* Physical BRDF
 
* Physical BRDF
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=== Lecture09, Lecture10 "Shadows." ===
 
=== Lecture09, Lecture10 "Shadows." ===
 
* Lecture notes: [[media:cg2_lesson08.pdf|lesson08.pdf]]
 
* Lecture notes: [[media:cg2_lesson08.pdf|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.
+
* 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." ===
 
=== Lecture11,  Lecture12 "Texturing 1, 2." ===
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* Lecture notes: [[media:cg2_lesson09.pdf|lesson09.pdf]]
 
* Lecture notes: [[media:cg2_lesson09.pdf|lesson09.pdf]]
 
* Book chapter (Surface reality techniques): [[media:cg2_lessonBook09.pdf|lessonBoook09.pdf]]
 
* Book chapter (Surface reality techniques): [[media:cg2_lessonBook09.pdf|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.
+
* 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." ===
 
=== Lecture13 "Image Based Rendering 1." ===
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* The Lumigraph
 
* The Lumigraph
 
* Lecture notes: [[media:cg2_lesson10.pdf|lesson10.pdf]]
 
* Lecture notes: [[media:cg2_lesson10.pdf|lesson10.pdf]]
* Homework: Blinn-Phong enumeration.
+
* '''Homework:''' Blinn-Phong enumeration.
  
 
=== Lecture14 "Image Based Rendering 2." ===
 
=== Lecture14 "Image Based Rendering 2." ===
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= Seminars on Advanced Computer Graphics  =
 
= Seminars on Advanced Computer Graphics  =
  
On wednesdays at 9:50 [https://teams.microsoft.com/l/channel/19%3a940702169208456d80b2bd374bfdc14b%40thread.tacv2/Cvi%25C4%258Denia?groupId=ef1d5f0e-c528-46c9-8b30-3e704e8af8ee&tenantId=ce31478d-6e7a-4ce7-8670-a5b9d51884f9 On Teams]
+
*[https://docs.google.com/spreadsheets/d/1Pvxi5Q9Dhxl0f6qaIqP9bCUACfqhZlwy7uqgkmtEXdo/edit?usp=sharing '''VIEW RESULTS''']
 +
On Thursdays at 13:10.
  
'''Guide:''' Adam Riečický
+
See [https://liveuniba.sharepoint.com/:f:/s/2-AIN-12715-Pokroilpotaovgrafika/Eme5y4JAIIVJjh5fKSgryQgBPF8LIrh4mt0nWBG5vpQXPw?e=OkGBlo recordings] from previous year.
  
'''Contact:''' adam.riecicky@fmph.uniba.sk
+
'''Guide:''' Lukáš Gajdošech
 +
 
 +
'''Contact:''' lukas.gajdosech@fmph.uniba.sk
  
 
== Info ==
 
== Info ==
 
Each week a short guided presentation will be given.
 
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.
+
An assignment for every week will be finishing a template C# project. The deadline for every assingment is ''' midnight before the next successive seminar'''. 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.
  
 
=== Grading ===
 
=== Grading ===
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* Submission email must have the '''subject in the form of 'ACG ExNN'''' where NN is the exercise id, eg. ACG Ex05.
 
* 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''''
 
* Solution source codes have to be '''archived and named properly 'ExNN_YourName''''
* Do not archive send executable files.  
+
* Do not archive and send executable files.  
* Send by email to [mailto:adam.riecicky@fmph.uniba.sk  adam.riecicky@fmph.uniba.sk].
+
* Send by email to [mailto:lukas.gajdosech@fmph.uniba.sk  lukas.gajdosech@fmph.uniba.sk].
  
 
== Exercises ==
 
== Exercises ==
  
<!---
+
=== Exercise00 "Introduction" ===
=== Introduction ===
+
 
* Motivation?
 
* Motivation?
 
** [http://goo.gl/5YLSxN 1st Octane], [http://goo.gl/J0E8qM 2nd Octane], [http://goo.gl/xVMEIk 3rd Octane]
 
** [http://goo.gl/5YLSxN 1st Octane], [http://goo.gl/J0E8qM 2nd Octane], [http://goo.gl/xVMEIk 3rd Octane]
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* Intro to c#?
 
* Intro to c#?
 
** [http://www.amazon.com/Microsoft-Visual-2010-Step/dp/0735626707 Visual c# 2010], [http://www.amazon.com/4-0-Nutshell-The-Definitive-Reference/dp/0596800959 c# 4.0 in a Nutshell]
 
** [http://www.amazon.com/Microsoft-Visual-2010-Step/dp/0735626707 Visual c# 2010], [http://www.amazon.com/4-0-Nutshell-The-Definitive-Reference/dp/0596800959 c# 4.0 in a Nutshell]
** [http://www.dofactory.com/ShortCutKeys/ShortCutKeys.aspx Visual Shortcuts], [http://www.shortcutworld.com/en/win/SharpDevelop_4.0.html SharpDevelop Short cuts]
+
** [https://www.dofactory.com/visual-studio-shortcuts Visual Studio Shortcuts], [http://www.shortcutworld.com/en/win/SharpDevelop_4.0.html SharpDevelop Short cuts]
--->
+
  
=== Exercise00 "Vectors and Matrices" ===
+
 
'''Deadline (no extended deadline): ''' 3.3.2021 at 23:59
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=== Exercise01 "Vectors and Matrices" ===
 +
'''Deadline (no extended deadline): ''' 22.2.2023 at 23:59
  
 
'''Asignment:'''
 
'''Asignment:'''
 
Create a simple application for vector(4x1) and matrix operations(4x4).
 
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.
 
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''
+
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).'''
+
'''[2 bonus %]:'''
 +
Vector operations "/" (vector projection) and "^" (modulation product).
  
For a help, see [https://chortle.ccsu.edu/vectorlessons/vectorindex.html this reminder on linear algebra]  
+
For a help, see [https://chortle.ccsu.edu/vectorlessons/vectorindex.html this reminder on linear algebra] and/or useful [http://learnwebgl.brown37.net/transformations2/transformations_matrices.html tutorial on transformation matrices].
 
*[[media:CG1.Ex01.Sample.zip|Sample]] | [[media:CG1.Ex01.Template.zip‎|Template]]
 
*[[media:CG1.Ex01.Sample.zip|Sample]] | [[media:CG1.Ex01.Template.zip‎|Template]]
  
 
+
=== Exercise02 "Ray Casting" ===
=== Exercise01 "Ray Casting" ===
+
'''Deadline:''' 1.3.2022 at 23:59
'''Deadline (no extended deadline):''' 10.3.2021 at 23:59
+
'''Extended deadline:''' 8.3.2022 at 23:59
  
 
[https://docs.google.com/presentation/d/1qfbRX35LpC72wCmBLcaftWsIUqFF7Ej6fBn4NGFoKMc/edit?usp=sharing Seminar slides]
 
[https://docs.google.com/presentation/d/1qfbRX35LpC72wCmBLcaftWsIUqFF7Ej6fBn4NGFoKMc/edit?usp=sharing Seminar slides]
  
 
'''Asignment:'''
 
'''Asignment:'''
Implement basic ray casting and the intersection of ray and plane. Define the camera class and implement a simple ray-tracing procedure.
+
Implement basic ray casting and the intersection of ray and plane. Define the camera class and implement a simple ray-casting procedure.
 
* [[media:CG2.Ex01.Sample.zip | Sample]] | [[media:CG2.Ex01.Template.zip | Template]]
 
* [[media:CG2.Ex01.Sample.zip | Sample]] | [[media:CG2.Ex01.Template.zip | Template]]
  
''' Bonus [2 bonus %]:'''
+
=== Exercise03 "Primitives" ===
Create a camera that will rotate around defined point P (target) among a sphere with r = 1. You can use ideas from the Blender camera system and/or two-angle camera in OpenGL. The camera should use some sort of interactivity (2 angles) and targeted point P should be movable. Bonus camera can be created in a separate solution or you can change the structure in the template to implement two different cameras.
+
'''Deadline:''' 8.3.2023 at 23:59
* [http://youtu.be/1twa3CJOEfA?t=1m49s Example Camera Movement]
+
'''Extended deadline:''' 15.3.2023 at 23:59
 
+
 
+
=== Exercise02 "Primitives" ===
+
'''Deadline:''' 10.3.2021 at 9:50
+
'''Extended deadline:''' 17.3.2021 at 9:50
+
  
 
[https://docs.google.com/presentation/d/1QqosOvNF8QMCX_AvhbjhgO2Kbc1ehBI6aomLubBKpdQ/edit?usp=sharing Seminar Slides]
 
[https://docs.google.com/presentation/d/1QqosOvNF8QMCX_AvhbjhgO2Kbc1ehBI6aomLubBKpdQ/edit?usp=sharing Seminar Slides]
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Create also a triangle, cylinder, and cone primitives and add them to the tracer. Also, create a new scene where you present the primitive(s).
 
Create also a triangle, cylinder, and cone primitives and add them to the tracer. Also, create a new scene where you present the primitive(s).
  
 
+
=== Exercise04 "Shaders, Shading and Shadows" ===
=== Exercise03 "Shaders, Shading and Shadows" ===
+
'''Deadline:''' 15.3.2023 at 23:59
'''Deadline:''' 17.3.2021 at 9:50
+
'''Extended deadline:''' 22.3.2023 at 23:59
'''Extended deadline:''' 24.3.2021 at 9:50
+
  
 
[https://docs.google.com/presentation/d/1q_n3gjcUHZ8Nr7ma6EJXmE9RJxMHj1bmysQnKQwzb3U/edit?usp=sharing Seminar Slides]
 
[https://docs.google.com/presentation/d/1q_n3gjcUHZ8Nr7ma6EJXmE9RJxMHj1bmysQnKQwzb3U/edit?usp=sharing Seminar Slides]
  
 
'''Asignment:'''
 
'''Asignment:'''
Improve your tracer by implementing Phong and checker shaders, directional light, and hard shadows. Compute normals of each primitive at the point of intersection. As usual, you should use a similar functionality as in the sample application.
+
Improve your tracer by implementing Phong and checker shaders, directional light, and hard shadows. Compute normals of each primitive at the point of intersection. As usual, you should get a similar functionality as in the sample application.
 
* [[media:CG2.Ex03.Sample.zip | Sample]] | [[media:CG2.Ex03.Template.zip | Template]]  
 
* [[media:CG2.Ex03.Sample.zip | Sample]] | [[media:CG2.Ex03.Template.zip | Template]]  
  
<!--===
+
=== Exercise05 "Light Types" ===
=== Exercise04 "Lights & Shadows" ===
+
'''Deadline:''' 22.3.2023 at 23:59
 +
'''Extended deadline:''' 29.3.2023 at 23:59
 +
 
 
[https://docs.google.com/presentation/d/1BefIrufgieVVjSyr5R65CKWFwuxBaj2CGhXIx_58CNA/edit?usp=sharing Seminar Slides]
 
[https://docs.google.com/presentation/d/1BefIrufgieVVjSyr5R65CKWFwuxBaj2CGhXIx_58CNA/edit?usp=sharing Seminar Slides]
  
 
'''Asignment:'''
 
'''Asignment:'''
Improve your tracer by adding a point light, spot light [http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Spot] and an area light. In the case of point and spotlight, define the light as a point with hard shadows and linear/quadratic light attenuation [http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lights/Light_Attenuation]. Area light could be defined by Lights x Lights point lights. Area light should also be able to produce soft shadows.
+
Improve your tracer by adding a point, spot and an area light types. In the case of point and spotlight, define the light as a point with hard shadows and linear/quadratic light attenuation [http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lights/Light_Attenuation]. Area light could be defined by Lights x Lights point lights. Area light should also be able to produce "soft" shadows.
 
* [[media:CG2.Ex04.Sample.zip | Sample]] | [[media:CG2.Ex04.Template.zip | Template]]
 
* [[media:CG2.Ex04.Sample.zip | Sample]] | [[media:CG2.Ex04.Template.zip | Template]]
  
'''[1 bonus %]:'''  
+
'''[2 bonus %]:'''  
Write equation for illumination computed by sample code from seminar slides
+
Write an equation for illumination computed by sample code from seminar slides
  
'''Deadline: 3.4. - 9:50'''
+
=== Exercise06 "Shaders" ===
 +
'''Deadline:''' 5.4.2023 at 23:59
 +
'''Extended deadline:''' 12.4.2023 at 23:59
  
=== Exercise05 "More Shaders" ===
+
[https://docs.google.com/presentation/d/1nJxdeN_NfT_45Fn7z_d-Vh3sS-NZcYWbRslSPudYKxw/edit?usp=sharing Seminar Slides]
[https://docs.google.com/presentation/d/1tx3eCeAjyHXrsTJxLtMMxqkJ2lyY9JioChyKWI94tVk/edit?usp=sharing Seminar Slides]
+
  
 
'''Asignment:'''
 
'''Asignment:'''
Improve your tracer by adding a few more shaders: Toon / Cell, Cook-Torrance, Oren-Nayar, Gradient. As usual, you should use a similar functionality as in the sample application.
+
Improve your tracer by adding a few more shaders: Toon, Gradient, Cook-Torrance, and Oren-Nayar.
 
* [[media:CG2.Ex05.Sample.zip|Sample]] | [[media:CG2.Ex05.Template.zip|Template]]  
 
* [[media:CG2.Ex05.Sample.zip|Sample]] | [[media:CG2.Ex05.Template.zip|Template]]  
* Set Cook-Torrance color to match your measurements from Laboratory exercise.
 
  
 
'''[2 bonus %]:'''  
 
'''[2 bonus %]:'''  
 
Implement [http://cseweb.ucsd.edu/~ravir/6998/papers/p265-ward.pdf Ward Shader] [ [[media:Spheres.PNG|Example]] ].  
 
Implement [http://cseweb.ucsd.edu/~ravir/6998/papers/p265-ward.pdf Ward Shader] [ [[media:Spheres.PNG|Example]] ].  
You should generate tangent space for each point on the sphere
+
* Generate tangent space for each point on the sphere
Remember to keep the same orientation of tangent space at each point
+
* Remember to keep the same orientation of tangent space at each point
You can replace Phong sphere with a Ward sphere
+
  
'''Deadline: 17. 4. - 9:50'''
+
=== Exercise07 "Reflections" ===
 +
'''Deadline:''' 19.4.2023 at 23:59
 +
'''Extended deadline:''' 26.4.2023 at 23:59
  
=== Exercise06 "Reflection And Refraction" ===
+
[https://docs.google.com/presentation/d/1GNhGJqi-ELtQMMUU2RvHqTa_0U2oJQLHEyAh-dvIzoQ/edit?usp=sharing Seminar Slides]
[https://docs.google.com/presentation/d/1IPvbsiFnvYhp51V8OobyJy8H-3fvdIzksZqqUUwN2-0/edit?usp=sharing Seminar Slides]
+
  
 
'''Asignment:'''
 
'''Asignment:'''
Improve your tracer by adding reflections and refractions for rendering mirror and glass objects. As usual, you should use a similar functionality as in the sample application.
+
Improve your tracer by adding reflections for rendering mirror-like materials.
 
* [[media:CG2.Ex06.Sample.zip | Sample]] | [[media:CG2.Ex06.Template.zip | Template]]
 
* [[media:CG2.Ex06.Sample.zip | Sample]] | [[media:CG2.Ex06.Template.zip | Template]]
  
'''[1 bonus %]:'''  
+
=== Exercise08 "Transparency" ===
Implement fresnel effect.
+
'''Deadline:''' 26.4.2023 at 23:59
 +
'''Extended deadline:''' 3.5.2023 at 23:59
  
'''Deadline: 24. 4. - 9:50'''
+
[https://docs.google.com/presentation/d/1XxI2xLD8UFpLSICbP5f09biCb8DAaxrM0nmxto2-bL4/edit?usp=sharing Seminar Slides]
 
+
=== ExerciseLab "Laboratory Experiment" ===
+
Could we imitate materials from the real world?
+
[http://rhinotoday.com/wp-content/uploads/2012/03/keyshot-render-paint-sphere.jpg Carpaint],
+
[http://1.bp.blogspot.com/_TCqLkmUciss/TPMGTwQwteI/AAAAAAAAALI/ZO5RQt60E6k/s1600/Glass_Balls_Color-1280x800.jpg Translucent],
+
Yes, we can, and we will!
+
  
 
'''Asignment:'''
 
'''Asignment:'''
[https://docs.google.com/document/d/1FqxzjfmSg71wpO9b0RnK-pSFYy5lSL_CVjXq-Lpg_hI/edit?usp=sharing LAB assignment document]
+
Improve your tracer by adding reflections and refractions for rendering glass materials.
* Submit your results as a regular submission by mail
+
* [[media:CG2.Ex06.Sample.zip | Sample]] | [[media:CG2.Ex07.Template.zip | Template]]
  
'''Deadline: 1.5. - 9:50'''
+
'''[2 bonus %]:'''
 +
Implement fresnel effect.
 +
 
 +
=== Exercise09 "Postprocessing" ===
 +
'''Deadline (no extended deadline): ''' 10.5.2023 at 23:59
  
=== Exercise08 "Postprocessing" ===
 
 
[https://docs.google.com/presentation/d/1CxRs7VM0ZEMMq-m4BCklmpTWJyFDQDb_XPunFWeFtMU/edit?usp=sharing Seminar slides]
 
[https://docs.google.com/presentation/d/1CxRs7VM0ZEMMq-m4BCklmpTWJyFDQDb_XPunFWeFtMU/edit?usp=sharing Seminar slides]
  
Improve your raytracer by adding supersampling antialiasing [http://en.wikipedia.org/wiki/Supersampling]. Implement blur. User can scale the intensity of blur [http://www.blackpawn.com/texts/blur/default.html].
+
'''Asignment:'''
 +
Add supersampling antialiasing [http://en.wikipedia.org/wiki/Supersampling] and implement blur. Users can scale the intensity of blur [http://www.blackpawn.com/texts/blur/default.html].
 
* [[media:CG2.Ex08.Sample.zip | Sample]] | [[media:CG2.Ex08.Template.zip | Template]]
 
* [[media:CG2.Ex08.Sample.zip | Sample]] | [[media:CG2.Ex08.Template.zip | Template]]
  
Line 312: Line 310:
 
Implement DOF. You can use the definition from blur to create a fake DOF. A user can define a point of sharpness and the intensity of the effect.
 
Implement DOF. You can use the definition from blur to create a fake DOF. A user can define a point of sharpness and the intensity of the effect.
  
'''Deadline: 8.5. - 9:50'''
+
=== Exercise10 "Textures" ===
 +
'''Deadline (no extended deadline): ''' 24.5.2023 at 23:59
  
<!--=== Exercise09 "Textures" ===
+
[https://docs.google.com/presentation/d/1mA_sgdu19f3hnHEnVZysXyVv_s-H-M20BkBYPoVQGJw/edit?usp=sharing Seminar slides]
[[media:CG2.Ex09.pdf‎ | Seminar slides]]
+
  
 
'''Asignment:'''
 
'''Asignment:'''
The time has come to use textures in your ray tracer [http://dev.quixel.se/megascans] [http://www.crazybump.com/]
+
The time has come to finalize your project. Use textures in your ray tracer [https://quixel.com/megascans/] [http://www.crazybump.com/]. Implement plane, and normal mapping [http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/]. Your results should be similar to the given sample.
Implement 3 kinds of texture mapping: plane, sphere [http://4.bp.blogspot.com/-X5yJU7L87b4/Tuph1yIE64I/AAAAAAAAAOg/n36HVurEtxs/s1600/adadad.png] and normal mapping [http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/]. Your results should be similar to the given sample.
+
 
* [[media:CG2.Ex09.Sample.zip | Sample]] | [[media:CG2.Ex09.Template.zip | Template]]
 
* [[media:CG2.Ex09.Sample.zip | Sample]] | [[media:CG2.Ex09.Template.zip | Template]]
  
 
'''Tutorial:'''
 
'''Tutorial:'''
* Define class Sampler and its descendants: class ColorSampler(only color) and class TextureSampler(also texture). Texture sampler should use some sort of sampling (clamp) and some sort of filtering (nearest neighbor)
+
* Define class Sampler and its descendants: class ColorSampler(only color) and class TextureSampler(also texture). Texture sampler should use some sort of sampling (clamp) and some sort of filtering (nearest neighbor).
* Define class TextureMapping and its descendants: class PlaneMapping, class SphereMapping and class NormalMapping
+
* Define class TextureMapping and its descendants: class PlaneMapping and class NormalMapping.
* Improve phong shader to include sample point from the texture
+
* Improve phong shader to include sample point from the texture.
  
 
'''[1 bonus %]:'''  
 
'''[1 bonus %]:'''  
Implement repeat and mirror texture sampling and bilinear texture filtering.
+
Implement sphere mapping [http://4.bp.blogspot.com/-X5yJU7L87b4/Tuph1yIE64I/AAAAAAAAAOg/n36HVurEtxs/s1600/adadad.png].
  
'''Deadline : 7.5. - 16:30'''
+
=== Exercise11 (optional/voluntary) "Acceleration Structures" ===
 +
[https://dai.fmph.uniba.sk/upload/e/e0/Cg2_Kd-tree.pdf  Seminar slides]
  
=== AMA "Ask Me Anything" ===
+
'''Asignment:'''
Send your questions in advance to homework email
+
Implement accelerating structure for ray tracing. The structure is KD Trees + surface area heuristic (SAH). The dimension is 2. As usual you should use a similar functionality as in the sample application.
 +
* Physically based rendering could help [http://www.amazon.com/Physically-Based-Rendering-Second-Edition/dp/0123750792]
 +
* [[media:Ex11.Sample.zip | Sample]] | [[media:Ex11.Template.zip | Template]]
  
[https://docs.google.com/presentation/d/1RtsxHpjtC_Rfh3tKd7u4cQYNqi71lvOP7XUnzlI-rS4/edit#slide=id.p29 Slides]
+
<!--
  
=== Final Term "Final Term" ===
+
'''[1 bonus %]:'''
* Final test in moodle
+
Implement repeat and mirror texture sampling and bilinear texture filtering.
* Oral exam afterwards for successful students
+
  
=== [20.05.2015] "Final Term" ===
+
=== Exercise11 "The One About Acceleration" ===
 
+
=== ExerciseChicken [01.04.2015] "The One About Chickens" ===
+
* [[media:CG2.ExChicken.pdf‎ | Chicken slides]]
+
* Improve your chickener by adding a few more shaders: Chicken, Cooked-Chicken, Chicken-Nyan. As usual, you should use a similar functionality as in the sample application.
+
 
+
=== Exercise05 [02.04.2014] "More About Shaders" ===
+
* Improve your tracer by adding a few procedural shaders: noise, turbulence / clouds / marble, stripes, gradient, wood. For inspiration and additional material start here - [http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural]. As usual you should use a similar functionality as in the sample application.
+
* ''''[2 bonus %]:'''
+
** Create a voronoi shader
+
* [http://www.sccg.sk/~hudak/CG2/Ex05.Sample.zip Sample] | [http://www.sccg.sk/~hudak/CG2/Ex05.Template.zip Template]
+
 
+
=== Exercise07 [16.04.2014] "The One About Acceleration" ===
+
 
* Implement accelerating structure for ray tracing. The structure is KD Trees + surface area heuristic (SAH) [http://www.sccg.sk/~durikovic/classes/CG2/Handouts/CG03-kdtrees.pdf] (4.4.2). The dimension is 2. Go. As usual you should use a similar functionality as in the sample application [http://www.sccg.sk/~durikovic/classes/CG2/Handouts/CG03RT-II.pdf].
 
* Implement accelerating structure for ray tracing. The structure is KD Trees + surface area heuristic (SAH) [http://www.sccg.sk/~durikovic/classes/CG2/Handouts/CG03-kdtrees.pdf] (4.4.2). The dimension is 2. Go. As usual you should use a similar functionality as in the sample application [http://www.sccg.sk/~durikovic/classes/CG2/Handouts/CG03RT-II.pdf].
 
* Physically based rendering could help [http://www.amazon.com/Physically-Based-Rendering-Second-Edition/dp/0123750792]
 
* Physically based rendering could help [http://www.amazon.com/Physically-Based-Rendering-Second-Edition/dp/0123750792]
Line 365: Line 352:
 
** '''Special bonus deadline:''' 17.5. - 23:59
 
** '''Special bonus deadline:''' 17.5. - 23:59
  
=== [21.05.2014] "Final Term" ===
+
=== Exercise05 "More About Shaders" ===
 +
* Improve your tracer by adding a few procedural shaders: noise, turbulence / clouds / marble, stripes, gradient, wood. For inspiration and additional material start here - [http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural]. As usual you should use a similar functionality as in the sample application.
 +
* ''''[2 bonus %]:'''
 +
** Create a voronoi shader
 +
* [http://www.sccg.sk/~hudak/CG2/Ex05.Sample.zip Sample] | [http://www.sccg.sk/~hudak/CG2/Ex05.Template.zip Template]
 +
 
 +
=== ExerciseChicken "The One About Chickens" ===
 +
* [[media:CG2.ExChicken.pdf‎ | Chicken slides]]
 +
* Improve your chickener by adding a few more shaders: Chicken, Cooked-Chicken, Chicken-Nyan. As usual, you should use a similar functionality as in the sample application.
 +
 
 +
=== ExerciseLab "Laboratory Experiment" ===
 +
Could we imitate materials from the real world?
 +
[http://rhinotoday.com/wp-content/uploads/2012/03/keyshot-render-paint-sphere.jpg Carpaint],
 +
[http://1.bp.blogspot.com/_TCqLkmUciss/TPMGTwQwteI/AAAAAAAAALI/ZO5RQt60E6k/s1600/Glass_Balls_Color-1280x800.jpg Translucent],
 +
Yes, we can, and we will!
 +
 
 +
'''Asignment:'''
 +
[https://docs.google.com/document/d/1FqxzjfmSg71wpO9b0RnK-pSFYy5lSL_CVjXq-Lpg_hI/edit?usp=sharing LAB assignment document]
 +
* Submit your results as a regular submission by mail
 +
 
 +
=== AMA "Ask Me Anything" ===
 +
Send your questions in advance to homework email
 +
 
 +
[https://docs.google.com/presentation/d/1RtsxHpjtC_Rfh3tKd7u4cQYNqi71lvOP7XUnzlI-rS4/edit#slide=id.p29 Slides]
 +
 
 +
=== Final Term "Final Term" ===
 +
* Final test in moodle
 +
* Oral exam afterwards for successful students
 +
 
 +
''' Bonus [2 bonus %]:'''
 +
Create a camera that will rotate around defined point P (target) among a sphere with r = 1. You can use ideas from the Blender camera system and/or two-angle camera in OpenGL. The camera should use some sort of interactivity (2 angles) and targeted point P should be movable. Bonus camera can be created in a separate solution or you can change the structure in the template to implement two different cameras.
 +
* [http://youtu.be/1twa3CJOEfA?t=1m49s Example Camera Movement]
 
-->
 
-->

Latest revision as of 16:39, 19 February 2024

Cg2 2014.png

Advanced Computer Graphics

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
  • Grades
   A = 92-100
   B = 84-91
   C = 76-83
   D = 68-75
   E = 60-67
   Fx = 0-59
  • VIEW RESULTS
  • Final Term by Comenius University Moodle Electronic test 16.5 8:00 )
  • 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 (15:40) - Online MS Teams (lecture)
    • Wed (8:10) - (excercises)

Materials to read


Lecture00 "Introduction to Computer Graphics"

  • Computer Graphics Applications

Lecture01 "Graphics Pipeline"

  • What is The Graphics Pipeline
  • Vertex Shader
  • Primitive Assembly
  • Tessellation Shaders
  • Geometry Shader
  • Geometry Postprocessing and Rasterization
  • Fragment Shader
  • Frame Buffer Operations
  • http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/pipeline33/
  • Lecture notes: lesson00.pdf [1]
  • 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.

Lecture02 "Ray Tracing 1."

Lecture03 "Ray Tracing 2."

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.
  • 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.

Lecture05 "Shading."

  • OPENGL Light sources
  • Shading Phong model
  • First time meeting with Rendering Equation
  • Book chapter Shading: shading.pdf

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
  • 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).

Lecture07 "Radiosity."

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

Lecture09, Lecture10 "Shadows."

  • Lecture notes: lesson08.pdf
  • 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
  • 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

Lecture15 "Ask me anything."

  • Test problem introduction

Seminars on Advanced Computer Graphics

On Thursdays at 13:10.

See recordings from previous year.

Guide: Lukáš Gajdošech

Contact: lukas.gajdosech@fmph.uniba.sk

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 assingment is midnight before the next successive seminar. 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.

Grading

  • Total points from exercises make half of your final grade!
  • 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 and send executable files.
  • Send by email to lukas.gajdosech@fmph.uniba.sk.

Exercises

Exercise00 "Introduction"


Exercise01 "Vectors and Matrices"

Deadline (no extended deadline): 22.2.2023 at 23:59

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.

[2 bonus %]: Vector operations "/" (vector projection) and "^" (modulation product).

For a help, see this reminder on linear algebra and/or useful tutorial on transformation matrices.

Exercise02 "Ray Casting"

Deadline: 1.3.2022 at 23:59 Extended deadline: 8.3.2022 at 23:59

Seminar slides

Asignment: Implement basic ray casting and the intersection of ray and plane. Define the camera class and implement a simple ray-casting procedure.

Exercise03 "Primitives"

Deadline: 8.3.2023 at 23:59 Extended deadline: 15.3.2023 at 23:59

Seminar Slides

Asignment: Improve your tracer by adding new primitive object types: box, sphere, and ring.

Resources: Planes, triangles, and distances, Intersection algorithms

Bonus [3 bonus % (1 for each)]: Create also a triangle, cylinder, and cone primitives and add them to the tracer. Also, create a new scene where you present the primitive(s).

Exercise04 "Shaders, Shading and Shadows"

Deadline: 15.3.2023 at 23:59 Extended deadline: 22.3.2023 at 23:59

Seminar Slides

Asignment: Improve your tracer by implementing Phong and checker shaders, directional light, and hard shadows. Compute normals of each primitive at the point of intersection. As usual, you should get a similar functionality as in the sample application.

Exercise05 "Light Types"

Deadline: 22.3.2023 at 23:59 Extended deadline: 29.3.2023 at 23:59

Seminar Slides

Asignment: Improve your tracer by adding a point, spot and an area light types. In the case of point and spotlight, define the light as a point with hard shadows and linear/quadratic light attenuation [2]. Area light could be defined by Lights x Lights point lights. Area light should also be able to produce "soft" shadows.

[2 bonus %]: Write an equation for illumination computed by sample code from seminar slides

Exercise06 "Shaders"

Deadline: 5.4.2023 at 23:59 Extended deadline: 12.4.2023 at 23:59

Seminar Slides

Asignment: Improve your tracer by adding a few more shaders: Toon, Gradient, Cook-Torrance, and Oren-Nayar.

[2 bonus %]: Implement Ward Shader [ Example ].

  • Generate tangent space for each point on the sphere
  • Remember to keep the same orientation of tangent space at each point

Exercise07 "Reflections"

Deadline: 19.4.2023 at 23:59 Extended deadline: 26.4.2023 at 23:59

Seminar Slides

Asignment: Improve your tracer by adding reflections for rendering mirror-like materials.

Exercise08 "Transparency"

Deadline: 26.4.2023 at 23:59 Extended deadline: 3.5.2023 at 23:59

Seminar Slides

Asignment: Improve your tracer by adding reflections and refractions for rendering glass materials.

[2 bonus %]: Implement fresnel effect.

Exercise09 "Postprocessing"

Deadline (no extended deadline): 10.5.2023 at 23:59

Seminar slides

Asignment: Add supersampling antialiasing [3] and implement blur. Users can scale the intensity of blur [4].

[2 bonus %]: Implement DOF. You can use the definition from blur to create a fake DOF. A user can define a point of sharpness and the intensity of the effect.

Exercise10 "Textures"

Deadline (no extended deadline): 24.5.2023 at 23:59

Seminar slides

Asignment: The time has come to finalize your project. Use textures in your ray tracer [5] [6]. Implement plane, and normal mapping [7]. Your results should be similar to the given sample.

Tutorial:

  • Define class Sampler and its descendants: class ColorSampler(only color) and class TextureSampler(also texture). Texture sampler should use some sort of sampling (clamp) and some sort of filtering (nearest neighbor).
  • Define class TextureMapping and its descendants: class PlaneMapping and class NormalMapping.
  • Improve phong shader to include sample point from the texture.

[1 bonus %]: Implement sphere mapping [8].

Exercise11 (optional/voluntary) "Acceleration Structures"

Seminar slides

Asignment: Implement accelerating structure for ray tracing. The structure is KD Trees + surface area heuristic (SAH). The dimension is 2. As usual you should use a similar functionality as in the sample application.