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Photorealism

Thomas Schiffer

Content

Today computer graphics is able to produce images with an amazing degree of realism for various branches of industry (computer games, movies, ...). This lecture discusses state-of-the-art techniques of photorealistic computer graphics and deals with the following questions:

  • How does your favourite computer game create nice, good looking pictures?
  • Which techniques are used to create highly realistic renderings in industry?
  • What are ray tracing, radiosity and photon mapping?
  • What are the foundations of state-of-the-art algorithms and what are their limitations?

Location & Time

Mondays, 11:00-12:30, CGV Seminar Room
Tuesdays, 11:00-12:30, CGV Seminar Room

Course Material

Access only from within TU Graz network (e.g. TUG-VPN)

  • Introduction, 12.03.2012
  • Advanced OpenGL, 13.03.2012
  • Shadow Mapping, 19.03.2012
  • Geometry and Displacement Mapping, 26.03.2012
  • Specular Effects, 27.03.2012
  • Ambient Occlusion, 23.04.2012
  • Advanced Rasterization, 24.04.2012
  • Rendering Equation, 30.04.2012
  • Light-Matter Interaction, 07.05.2012
  • Capturing Reality, 08.05.2012
  • Basic Raytracing, 14.05.2012

Assignments

Sources and other data are provided below and via SVN (Material/ directory). Further problems can be discussed in the newsgroup of the lecture: tu-graz.lv.photorealism.

  • Assignment 1 - GLSL Programming due to 03.04.2012, Sources, Video of Solution
  • Assignment 2 - Shadow And Light due to 08.05.2012, MyApplet.cpp with example geometry
  • Assignment 3 - Radiance Calculations due to 15.05.2012
 
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