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Changes in "Lecture materials" between 2016-05-26 07:12 by Christopher Peters and 2017-03-20 11:17 by Christopher Peters.

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Lecture materials

DGI17¶

20th March 08:00-10:00 Introduction¶

22nd March 13:00-15:00 C++ introduction and lab setup¶

27th March 10:00-11:00 Ray tracing¶



DGI16

30th March 13:00-15:00 Introduction

30th March 15:00-17:00 C++ introduction and lab setup

06th April 13:00-15:00 Ray tracing

18th April 08:00-10:00 Transformations

20th April 15:00-17:00 Lighting and Shading

25th April 10:00-12:00 Global Illumination

27th April 13:00-15:00 Rasterization I

02nd May 10:00-12:00 Rasterization II and Hierarchical Transforms

09th May 10:00-12:00 Scene Management

11th May 15:00-17:00 Animation

16th May 10:00-12:00 User Studies and Perception

23rd May 08:00-10:00 Collision Detection I, Collision Detection II

23rd May 10:00-12:00 Virtual agents and crowds

SUDOA lectures (all are welcome to attend):

4th May, 13:00-14:00 SUDOA HCI Introduction

26th May, 13:00-15:00, Interactive virtual agents

1st June, 10:00-12:00, Intelligent agents and robots

Research seminars:

Eye tracking in games - Martin Schön, KTH/Tobii

Level of detail and eye tracking- Tim Lindeberg, KTH/Tobii

These OpenGL tutorials are very useful in order to investigate transformations and lighting in real-time.¶ ¶ ¶ Previous lectures (DGI15)¶ 23rd March 08:00-10:00 Introduction¶ 25th March 13:00-15:00 Ray tracing¶ Links from the lecture: Ray tracing in games, POV-Ray raytracer, Quake4 ray-traced project¶ 1st April 13:00-15:00 Projects¶ 13th April 08:00-10:00 Mathematics¶ 15th April 15:00-17:00 Lighting and shading¶ 22nd April 13:00-15:00 Rasterisation I¶ 29th April 13:00-15:00 Rasterisation II¶ 4th May 10:00-12:00 Animation¶ 6th May 15:00-17:00Other lecture materials from previous years ¶

Ray tracing links. Ray tracing in games, POV-Ray raytracer, Quake4 ray-traced project¶

Projects¶

Guest lecture: Bezier Curves, Splines and Surfaces

Additional lecture materials available here, here and here

These OpenGL tutorials are very useful in order to investigate transformations and lighting in real-time.¶

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