Computer Engineering
Seminar Course - DAT205/DIT221 Advanced Computer Graphics 2017 lp3+4      
Teacher: Erik Sintorn (erik dot sintorn at chalmers dot se)
Examiner: Ulf Assarsson
Example
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  COURSE TUESDAYS, 15:15 to 17:00, LP 3+4.   See TimeEdit.
  First lecture (17/1) in EL43, EDIT-building, 4th floor. MAP  


COURSE START:
    Tuesday 17/1, 15:15, room EL43, 4th floor, EDIT-building, Johanneberg.
SCHEDULE:
    TimeEdit.

Important: Frequently do "refresh", to avoid watching a cached page, since this web-page is updated during the course.

COURSE-PM
7,5 Högskolepoäng
Grades: U (failed), 3, 4, 5
Educational Level: Advanced
Institution: 37 - DATA- OCH INFORMATIONSTEKNIK
Teaching language: English
Course Plan

Teacher: Erik Sintorn, phone:+46 704 914191, room 4118, floor 4, the corridor along Rännvägen, EDIT-huset, e-mail: see above.
Examiner: Ulf Assarsson, phone: 031-7721775, room 4115.
Course assistants: Sverker Rasmuson, Dan Dolonius


Course Description
The compulsory introductory course TDA361/DIT220 Computer Graphics was highly theoretically intensive, giving a brief introduction to a vast amount of topics within computer graphics. In this follow-up course, the students are given a chance to dig deeper into a particular subject, in which they perform a project. Compulsory seminars presents more details on a research-level for a selection of topics, e.g. ambient occlusion, hair rendering, GPGPU applications, ray tracing and global illumination, GPU-ray tracing, hard and soft shadows, real-time indirect illumination, spherical harmonics, wavelets for CG.


Knowledge Entrance Requirements
M.Sc. students must have taken the course TDA361/DIT220 Computer Graphics


14 Seminars:
Links to some papers you may want to select for your presentation
  • GPU Gems 3 - online
  • GPU Gems 2 - online
  • GPU Gems 1 - online

    Schedule for your 15-minutes presentations:

    DatePresentation #1Presentation #2Presentation #3
    21-Feb Johannes Ekengren William Dahlberg -
    Compact Precomputed Voxelized Shadows Advanced Techniques for Realistic Real-Time Skin Rendering
    28-Feb Fredrik Thune and Pontus Eriksson - -
    Position based fluid control
    7-Mar Anton FreudenthalerAlma Ottedag -
    Real-time bidirectional path tracing via rasterization Rendering countless blades of waving grass
    14-Mar -
    21-Mar Sebastian EkmanJohan Backman -
    Efficient Random Number Generation and Application Using CUDA Practical Post-Process Depth of Field
    28-Mar Adrian NilssonSimon Smith -
    Approximating Dynamic Global Illumination in Image Space Fast Fluid Dynamics Simulation on the GPU
    4-Apr Jonas A HultenFredrik Eliasson -
    Efficient Ray Tracing Through Aspheric Lenses and Imperfect Bokeh Synthesis PRECISION: Precomputing Environment Semantics for Contact-Rich Character Animation
    11-Apr -
    18-Apr -
    25-Apr Rickard DahlHampus LidinManuel Dahnert
    Non-Photorealistic Rendering with Pixel and Vertex Shaders Practical Layered Reconstruction for Defocus and Motion Blur Tiled Shading
    2-May Joel GustavssonKevin Björklund -
    Forward Light Cuts Generating Complex Procedural Terrains Using the GPU
    9-May Victor OlaussonMartin NilssonBobby Inscoe
    Exponential Shadow Maps Voxel Cone Tracing Cinematic Lighting
    16-May Fredrik BengtssonAndreas HöglundDavid Berg Marklund
    Advanced Global Illumination, Chapters 7.5-7.8 Baking Normal Maps on the GPU Hashed Alpha Testing
    23-May - - -


    Examination
    • 14 seminars, 80% compulsory attendance. Each seminar:
      • 1-2 students present a paper. Every other participant have answered 1-2 small home-study questions.
    • Each student should have presented at end of course.
    • A graphics-related project that will be graded. See below.


    Project
    The students should perform a project of their choice. Examples include:
    • realistic explosions, clouds, fractal mountains (e.g. clip maps/geomorph/ROAM, ray tracing based a la GPUGems3)
    • CUDA program (a general parallel problem)
    • Thousands of lights using Clustered/Tiled shading
    • Game
    • WebGL demos
    • real-time ray tracer, ray tracing with photon mapping.
    • Ambient occlusion (screen-space)
    • Spherical Harmonics
    • Collision Detection
    • Displacement / parallax mapping
    • See also Project Page
    About magnitude of the project
    Guideline: 7.5p corresponds to 5*55 hours. We have 12*2h of seminars, so your individual contribution should be around 250 hours on the project. You are allowed to work in groups in order to achieve larger projects. You must then keep track of your individual contribution.

    You might be able to use the computers in our lab rooms 4220 + 4225, based on availability and as long as the rooms are not booked by other courses, if you do not have access to any other computer (home or in school) that you prefer. These rooms are usually heavily booked by other courses during the day. After 17.00, the rooms are often free.

    Free online CG books:
    Links:
    More Links: