Hardware for Computer Graphics - Workshops 2014/2015

This page contains materials for the practice lessons of the Hardware for Computer Graphics (NPGR019) course that is/has been taught during summer term 2014/2015 at Charles University in Prague, Czech Republic. The course official web page is/was to be found here. The lecturer is/was Jozef Pelikan. The practice lessons (workshops) are/were (mainly) backed up by Jakub Gemrot.

Dates

Tuesdays's workshops, 10:40, SW1, Jakub Gemrot: gemrot@gamedev.cuni.cz

How to pass the practice

You will have to experiment with OpenGL at home by doing assignments that will be associated with every workshop. You do not need to solve all of them, see assignments & scoring. Note that you may receive BONUS points for finishing assignments on time!

You will need to gather at least N points in order to be admitted to final exam. Moreover, if you gather at least M points, you will receive bonus points during exam (10%) and if you manage to gather at least P points, you will receive even more bonus points (25% total).

Resources

OpenGL 3.3 Tutorials we're going to follow

OpenGL 3.3 Reference

GLSL 3.3 Specification

OpenGL Superbible Book

  • note that Sixth edition is about OpenGL 4.3 so it does not apply to our workshops directly
  • you might be interested in Fifth edition instead OpenGL Superbible Book previous versions
    • right, there are no “download links” there … hmmmmmm

DirectX Tutorials - paid

  • First 5 or so tutorials are free, good place start as it takes you through the first steps of D3D initialization

DirectX Tutorials - free

  • Many tutorials from the basic to complex ones

Workshops

Workshop 7 - (PPTX), (PDF) (19.5.2015)

Workshop 6 - (PPTX), (PDF) (28.4.2015)

  • OpenGL 3.3 Tutorial - Part 6
    • Billboards + Particles + Object Clicking (via hack)
  • Assignment
    • Create a simple clicking game!
    • Up-to 15+2 points

Workshop 5 - (PPTX), (PDF) (28.4.2015)

  • OpenGL 3.3 Tutorial - Part 5
    • Shadow mapping
  • Assignment
    • Provide “spot light” shadow mapping + blending two light sources
    • Visualize shadow maps
    • Up-to 10+2 points

Workshop 4 - (PPTX), (PDF) (7.4.2015 / 14.4.2015)

  • OpenGL 3.3 Tutorial - Part 4
    • Normal mapping (bump mapping), Rendering to texture (screen effects)
  • Assignments
    • Provide calculation of TBN matrix from C++ instead of doing in VS
    • Provide rendering from multiple viewpoints + create own custom effect (go wild!)
    • Up-to 15+4 points

Workshop 3 - (PPTX), (PDF) (24.3.2015 / 31.3.2015)

  • OpenGL 3.3 Tutorial - Part 3
    • Textured cube and different magnifying / minifying options
    • VBO indexing and instanced rendering
  • Assigments
    • Regarding glDrawElementsInstanced … you might find following thread helpful
    • Up-to 15+4 points

Workshop 2 - (PPTX), (PDF) (10.3.2015 / 17.3.2015)

  • OpenGL 3.3 Tutorial - Part 2
    • Standard shading, Playing out with fragment shaders and lights
    • You should review Phong lightning model (in Czech by Jozef Pelikán)
  • Assigments
    • See slides
      • Standard Shading
    • Up-to 25+9 points
  • Spoiler / Hint for 2.4
    • Why you have to treat vertex normal transformation differently when computing Normal_cameraspace for non-uniform matrices? Explained here

Workshop 1 - (PPTX), (PDF) (24.2.2015 / 3.3.2015)

  • OpenGL 3.3 Tutorial - Part 1
  • Assigments
    • See slides
      • Sierpinsky triangle, Animated Sierpinsky Triangle, Cube Madness
    • Up-to 15+6 points
hardware_for_computer_graphics_2014-15_summer_term.txt · Last modified: 2015/05/19 14:09 by jakub.gemrot