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CS-341: Computer graphics
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Lectures in this course (36)
ICG Exercise: Raytracing Setup
Covers the practical setup for the ICG Exercise on Raytracing, focusing on configuring the development environment.
Raytracing Intro
Introduces raytracing for generating realistic digital images of 3D scenes.
Raytracing: Sphere+Plane Intersection
Covers vector spaces, inner product, primary rays, and ray-object intersections in the context of raytracing.
Raytracing Intersection Triangle
Explores ray-triangle intersection, barycentric coordinates, points vs. vectors, and other primitives.
Barycentric Coordinates: Quiz Session
Covers the concept of barycentric coordinates and includes quizzes for practice.
Planes and Cylinders: Ray Intersections and Implementations
Covers the implementation of ray intersections with planes, cylinders, and spheres.
Lighting Phong: Basics and Models
Introduces the basics of lighting in computer graphics, including surface reflectance, ray tracing, and the Phong lighting model.
Lighting: Shadows and Recursion
Explores multiple light sources, shadows, recursive ray tracing, and lighting computations in ray tracing.
Pinhole Camera and Barycentric Coordinates
Covers pinhole cameras, degrees of freedom, Phong lighting, and barycentric coordinates with sample exam questions.
Lighting: Surface Reflectance and Phong Model
Explores practical lighting aspects in computer graphics, covering surface reflectance, Phong model, multiple light sources, shadows, and reflections.
Triangle Meshes: Ray Tracing and Spatial Data Structures
Delves into Phong Lighting, deepfake technology, triangle meshes, and spatial data structures for ray tracing.
Meshes: Vertex Normals and Ray Intersections
Covers the computation of vertex normals and triangle normals in the context of mesh rendering.
Photorealistic Rendering
Explores the challenges in achieving photorealistic rendering through ray tracing algorithms and discusses their limitations.
Rasterization Pipeline
Covers the rasterization pipeline, transforming 3D geometry into 2D images efficiently.
2D Transformations: Linear Maps & Matrices
Covers 2D transformations, linear maps, matrices, affine transformations, and orthogonal transformations.
3D Transformations: Basics and Euler Angles
Covers 3D transformations, Euler angles, and rotation in computer graphics.
Projections: Orthographic and Perspective
Explores the transformation pipeline from 3D to 2D, covering orthographic and perspective projections.
Rasterization: Transformations
Explains the process of projecting 3D objects onto a 2D image plane using transformations and forward rendering.
Rasterization - Lighting
Covers normal vectors, Phong lighting model, and affine transformations.
Rasterization Algorithms: Bresenham Algorithm
Explains the Bresenham algorithm for line rasterization and the importance of integer arithmetic in computer graphics.
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