/1617.grafics

Computer Graphics and Data Viz. Universidad de Barcelona 2016-17

Primary LanguageC++GNU General Public License v3.0GPL-3.0

Computer Graphics and Data Visualization

Universidad de Barcelona 2016-17

Practica 1 - RayTracing

Investigating the basics of computer graphics algorithms. Starting with implementing a phisically-based rendering model using calculations that try to simulate how light bounces around in a scene. Raycasting is used extensively:

  • Lambertian, Metallic and Transparent Materials
  • Light scattering when hitting an object
  • See-through materials for water and glass
  • Super Sampling Antialiasing for smoother output
  • Multi-core raytracing optimizations with OpenMP

Intersecting a Ray with a Cube

Practica 2 - OpenGL

Using QT and the OpenGL libraries to create a working demo of several GPU-accelerated concepts:

  • Materials and Gouraud / Phong shading
  • UV Texture coordinates for mapping textures onto geometry
  • Model and World space transformations
  • Custom shader pipeline including:
    • Vertex Shader
    • Fragment Shader
  • Working camera for rotating the view around the model

Practica 3 - WebGL Globe

Visualizing a dataset onto a WebGL-powered website, transforming existing data into a proper format for consumption. Visualizing the dataset onto a globe with 3 coordinates per data point: Longitude, Latitude and Magnitude

Bases de Dades