Term 1 Schedule
Last updated
Last updated
1
Lecture
LA01 Game Graphics, Models, Pipelines, GPU, APIs, Game Engines
Lab
LabA01 Hello 3D World ! - Environment Setting, APIs, Coordinate Systems, Drawing Triangles, Setting up the Scene
Further Reading Video: Pat Hanrahan (May 16, 2023)
Shading Languages and the Emergence of Programmable Graphics Systems (Talk at Stanford)
Real-time Rendering chapter 2 The Graphics Rendeing Pipeline Chapter 3 GPU My slides: A Brief History of Computer Graphics
2
Lecture
LA02 Coordinate Systems, Vectors, Matrix, Transformations and Mesh, Normal Transformation, Ray Intersection
Lab LabA02 Simple mesh data strucure, calculating vertex normals, displaying colours
Transformation of Normals Further Reading C Matrix and Determinants, Transformation Types
3
Lecture
LA03 More transforamtions - Rotation (Euler Angle), Transformation of Frames,Hierarchical Modelling Transformation, Viewing Transformation
Lab
LabA03 Rotation and scenegraph
Use Euler Angles, Pitch, Roll Yaw,
Trackball Controll of Cameras
Scenegraph classes with C++ (a tank) Further Reading: Rodrigues Formula
4
Lecture
LA04 Projection and Ray Casting -
Perspective projection and Ray Intersection
Lab
LabA04
Setting Model-View-Projection matrices in the vertex shader, Picking
5
Lecture
LA05 Rasterisation, Shading, Basic Lighting
LabA05 Shader Programming - Phong and Blinn-Phong lighting
6
Lecture
LA06 Physical-based Lighting Models - BRDF, GG ? LabA06 Lighting with shaders - GGX model
7
Enrichment Week Self-study: How mesh models are created
8
Lecture ? LA07 Basic Ray Tracing and Acceleration Data Structures - Bounding Volume Hierarchies LabA07 Ray tracing with compute shader
9
Lecture
LA08 Texture Mapping - Mipmap Lab08 Texture Mapping, Mipmap, Environment Mapping Channel Packing
10
Lecture LA09 More mapping - Bump mapping, Displacement Mapping, Parallax Mapping, Normal Mapping, Ambient Occulusion Mapping, Procedural Textures, render to texture Lab LabA09 Fragment Shader Programming Self-study : fog, flare, motion blur, depth of field; Procedural textures, shadows
11
Lecture LA10 Postprocessing Effects - fog, flare, motion blur, depth of field Lab LabA10 Fragment Shader Programming
12
Lecture
LA11 Shadowing - shadow map, ray tracing ...
Further reading:
Ambient occulusion and soft shadows
LabA12 Shadow Map
How to implement shadow map
LA11 Lab LabA11 Collision detection and picking
13
Lecture LA12 Environmental Elements: Terrain, Foliage, Cloud, Fog, Smoke, Fire - Partical systems and rocedural generation
Leave water to Term 2 Lab ? LabA12
Procedural terrain and textures
Particle systems (smoke, fire, rain)