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Related lectures (23)
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Triangle Meshes: Ray Tracing and Spatial Data Structures
Delves into Phong Lighting, deepfake technology, triangle meshes, and spatial data structures for ray tracing.
Shape from Shading: Recovering 3D Information from 2D Images
Covers the techniques for recovering 3D shape information from 2D images using shading models and modern deep learning approaches.
Rasterization Pipeline
Covers the rasterization pipeline, transforming 3D geometry into 2D images efficiently.
Blender interactive demo: building a castle
Showcases an interactive Blender demonstration focusing on building a castle through modeling, sculpting, and editing a cone mesh.
Meshes: Vertex Normals and Ray Intersections
Covers the computation of vertex normals and triangle normals in the context of mesh rendering.
Rasterization - Shading / Visibility
Covers shading techniques and visibility algorithms used in computer graphics.
Lighting: Surface Reflectance and Phong Model
Explores practical lighting aspects in computer graphics, covering surface reflectance, Phong model, multiple light sources, shadows, and reflections.
Pinhole Camera and Barycentric Coordinates
Covers pinhole cameras, degrees of freedom, Phong lighting, and barycentric coordinates with sample exam questions.
Rasterization: Z-Buffer Quiz
Covers the concept of Z-Buffer and its role in the rasterization pipeline.
GPU Rendering Pipeline
Explores the GPU rendering pipeline, comparing it with ray tracing and emphasizing the shift to rasterization for faster performance.
Graphics Fundamentals: Rendering, Transformations, and Procedural Modeling
Covers rendering techniques, transformations, and geometric content basics, preparing students for the upcoming exam and introducing advanced graphics concepts.
Thermal Insulation in Building Construction
Explores the role of thermal insulation in building construction, emphasizing materials and energy efficiency.
Lighting Phong: Basics and Models
Introduces the basics of lighting in computer graphics, including surface reflectance, ray tracing, and the Phong lighting model.
Rasterization Pipeline: Triangle Measures
Explores the rasterization pipeline, emphasizing triangle measures and Z-buffer for visibility.
Rasterization and Transformations
Covers transforming surface normals, forced perspective, shading algorithms, and input values computation in fragment shaders.
Rasterization - Lighting
Covers normal vectors, Phong lighting model, and affine transformations.
Radiative Exchange in Heat Transfer: View Factors and Properties
Discusses radiative exchange principles, focusing on view factors and their applications in heat transfer calculations.
Depth Perception: Cues and VR
Covers depth perception cues, stereoscopic vision, and the role of parallax in VR.
Shape from Shading and Texture
Covers shape from shading, texture, reflectance maps, and specularities in computer vision.
Photorealistic Rendering
Explores the challenges in achieving photorealistic rendering through ray tracing algorithms and discusses their limitations.
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