Lectures:
- Basic structures and operations used in computer graphics, projective space, homogeneous coordinates.
- Introduction to OpenGL and Vulkan standards, brief history, comparison, overview of application areas.
- OpenGL rendering pipeline, focus on the programmable part, GLSL language.
- Working with buffers, the way of their construction, possibilities of use, content mapping.
- Advanced shading, work with many materials.
- Advanced lighting models, deffered rendering, ambient occlusion, modification of surface normals, etc.
- Techniques for generating shadows using shadow maps and shadow volumes.
- Surface modeling, tessellation and geometry generation.
- Advanced shaders and their combinations with recursive ray tracing.
- Additional hardware acceleration options for recursive ray tracing on GPUs.
- Visualization of specific data - particle systems.
- Integration of a physical model into a scene.
- Game engines and their basic structure.
- 3D graphics in virtual and augmented reality.
Practical exercise on computer labs:
- Building of C++ template for solving tasks given in exercises, introduction of basic classes for scene construction, loading scenes from graphic formats.
- Creation of basic shaders in GLSL language, construction of MVP matrix, scene integration, application of simple shaders on selected objects.
- Working with buffers (geometric and frame buffers).
- Advanced shading, materials, working with many materials.
- Advanced texturing techniques, texture mapping and their creation (PBR materials).
- Advanced lighting models, ambient occlusion, etc.
- Techniques of modification of surface normals, calculation of local coordinate system TBN (e.g. bump mapping, normal mapping, displacement mapping, parallax mapping).
- Shadow generation using shadow mapping and stencil buffer.
- Implementation of deferred shading and its use in conjunction with recursive ray tracing (focused on shadows, reflection, and refraction).
- Use of libraries for hardware acceleration of recursive ray tracing methods (e.g. OptiX, Radeon Rays).
- Creation and visualization of a selected particle system.
- Integration of a physical model into a scene.
The exercises solve specific tasks from the discussed area. The implementation language is C++.
- Basic structures and operations used in computer graphics, projective space, homogeneous coordinates.
- Introduction to OpenGL and Vulkan standards, brief history, comparison, overview of application areas.
- OpenGL rendering pipeline, focus on the programmable part, GLSL language.
- Working with buffers, the way of their construction, possibilities of use, content mapping.
- Advanced shading, work with many materials.
- Advanced lighting models, deffered rendering, ambient occlusion, modification of surface normals, etc.
- Techniques for generating shadows using shadow maps and shadow volumes.
- Surface modeling, tessellation and geometry generation.
- Advanced shaders and their combinations with recursive ray tracing.
- Additional hardware acceleration options for recursive ray tracing on GPUs.
- Visualization of specific data - particle systems.
- Integration of a physical model into a scene.
- Game engines and their basic structure.
- 3D graphics in virtual and augmented reality.
Practical exercise on computer labs:
- Building of C++ template for solving tasks given in exercises, introduction of basic classes for scene construction, loading scenes from graphic formats.
- Creation of basic shaders in GLSL language, construction of MVP matrix, scene integration, application of simple shaders on selected objects.
- Working with buffers (geometric and frame buffers).
- Advanced shading, materials, working with many materials.
- Advanced texturing techniques, texture mapping and their creation (PBR materials).
- Advanced lighting models, ambient occlusion, etc.
- Techniques of modification of surface normals, calculation of local coordinate system TBN (e.g. bump mapping, normal mapping, displacement mapping, parallax mapping).
- Shadow generation using shadow mapping and stencil buffer.
- Implementation of deferred shading and its use in conjunction with recursive ray tracing (focused on shadows, reflection, and refraction).
- Use of libraries for hardware acceleration of recursive ray tracing methods (e.g. OptiX, Radeon Rays).
- Creation and visualization of a selected particle system.
- Integration of a physical model into a scene.
The exercises solve specific tasks from the discussed area. The implementation language is C++.