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Changes in "Lecture materials" between 2017-05-15 13:12 by Christopher Peters and 2018-03-19 09:40 by Christopher Peters.

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Lecture materials


19th March 08:00-10:00 Introduction¶


20th March 08:00-10:00 Introduction

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

27th March 10:00-12:00 Ray tracing

3rd April 10:00-12:00 Intro to Hierarchical Transformations

5th April 13:00-15:00 Lighting and Shading

19th April 15:00-17:00 Global Illumination

24th April 08:00-12:00 Rasterization

Prasanth Korada, "Interaction in VR"

Jack Shabo "High Density Crowds"

More presentation slides to follow...

3rd May 13:00-15:00 Scene Management

8th May 10:00-12:00 Collision Detection

10th May 13:00 - 15:00 Image-based Rendering and Animation

15th May 10:00-12:00 User studies and Perception


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

Other lecture materials from previous years

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


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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