Introduction to Computer Graphics course made for DHBW, Mannheim, Winter/Spring 2023.
This course is mostly based on:
- Scratchapixel: https://www.scratchapixel.com/
- PBRT: https://pbrt.org/
- Real-Time-Rendering Book: https://www.realtimerendering.com/
- Ray-tracing with GLTF support using Rust: https://github.com/precompiledB/rei
- Blender modeling, animation and rendering: https://drive.google.com/drive/folders/1GCEoIqOUJ-KyT1ON3Yw87Xno3CoE5PDo
- Blender modeling, animation and rendering: https://github.com/Sandario/VaseOnTable
- Ray-tracing in Rust with CLI and configuration support: https://github.com/0x6e66/raytracer
- Ray-tracing: https://github.com/Code-Addiction/Project_Raytracing_Renderer
- Ray-tracing: https://gitlab.com/simon-sp/raytracing
- Ray-tracing: https://github.com/EinePriseCode/Rendering
- 2.5D rendering engine with features: https://github.com/0x7477/2.5D-Engine
- Blender modeling: https://drive.google.com/drive/folders/15nLf2M1pDCEnkyPPuoP1sZsRVdAYcbPG
Exam: 29.3.2023., 16h, Raum 136.1B
Project deadline: 8.4.2023., 23:59h
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1.2.2023. document
- Grading, Projects, Exam, Errata, Email
- 3D cloth, 3D characters, path and ray tracing
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8.2.2023. document
- New exam date (29.3.2023., 16h, Raum 136.1B), exam questions
- Project documentation guidelines
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15.2.2023. document
- New exam date (29.3.2023., 16h, Raum 136.1B)
- Project deadline: 8.4.2023.
- Homogeneous coordinates and look-at matrix and camera rays generation
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22.2.2023. document
- Exam date reminder: 29.3.2023., 16h, Raum 136.1B
- Project reminder: 8.4.2023.
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1.3.2023. document
- height maps, texture atlas, ptex, camera lens
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8.3.2023. document
- perspective problems, XYZ colorspace
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22.3.2023. document
- Lecture evaluation
- Exam reminder: 29.3.2023., 16h, Raum 136.1B
- Project reminder: 8.4.2023., 23:59h
-
29.3.2023. document
- Clipping, look at transform, hair modeling
- Project reminder: 8.4.2023., 23:59h
- Computer graphics: what and why
- Glimpse of image synthesis
- Course organization
Introduction lecture presentation
Introduction lecture questions
Pillars of image generation
- 3D scene
- Rendering algorithm
- Image and display
Overview of image generation lecture presentation
Overview of image generation lecture questions
Foundational elements of 3D scene:
- 3D objects
- Shape representation
- Material
- Light sources
- Cameras
3D scene overview lecture presentation
3D scene overview lecture questions
- 3D space
- Transformations
- Scene organization
Transforms lecture presentation
- Polygon mesh
- Subdivision surfaces
- Mesh and rendering
- Mesh data-structures
- Mesh modeling and acquisition
3D objects: mesh lecture presentation
3D objects: mesh lecture questions
- Parametric curves
- parametric surfaces
- Implicit surfaces
3D objects: parametric curves and surfaces, implicit surfaces presentation
3D objects: parametric curves and surfaces, implicit surfaces questions
- Material observation
- Physics (optics) models for CG
- Material models in CG
- Scattering models
3D objects: material lecture presentation
3D objects: material lecture questions
- Texturing pipeline
- Image and procedural textures
- Texture and material modeling
3D Objects: texture lecture presentation
3D Objects: texture lecture questions
- Light and color
- Real-world light sources
- Light models
- Physical lights
- Non-physical lights
- Environment illumination
- Shadows
- Real camera system
- Image formation
- Pinhole camera model
- Virtual pinhole camera
- Rendering big picture
- Practical rendering
- Ray-tracing
- Rasterization
- Intuition via ray-tracing
Rendering overview lecture presentation
Rendering overview lecture questions
- Ray-tracing overview
- Camera rays
- Intersections (visibility)
- Shading
- Light transport
Rendering: ray-tracing lecture presentation
Rendering: ray-tracing lecture questions
- Rasterization: the visibility solution core
- Graphics rendering pipeline: using rasterization for rendering
- Graphics rendering pipeline: logical GPU model, API
Rendering: rasterization lecture presentation
Rendering: rasterization lecture questions
- Image-space effects
- Digital imagery
- Aliasing and anti-aliasing
- Scene to screen
- Traditional animation in computer graphics
- Procedural animation
- Physically-based
- Empirical
- Voxels
- Light transport for global illumination:
- Monte-Carlo ray-tracing: path-tracing, bidirectional path-tracing, metropolis light transport, importance sampling, light sampling, BRDF sampling
- Finite elements methods: radiosity
- Light transport for volumetric media: participating media and sub-surface-scattering
- Review
- Where to next?