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Three-Dimensional Programming (P3D) fileThe Goal! This course introduces the concepts and theory of...
Transcript of Three-Dimensional Programming (P3D) fileThe Goal! This course introduces the concepts and theory of...
The Goal!
This course introduces the conceptsand theory of a modernphotorealistic rendering. Throughthe ideas and software in this course(Physics laws-based light transportmodel versus empiric light model)the students will learn to design anddevelop a rendering system forcreating stunning imagery.
What You’ll Learn!
• You’ve learned Local Illumination : tricks to simulate photorealistic effects like environmental mapping (AVT: done in GPU by using GLSL programming)
• Global Illumination: Enhanced Ray Tracer algorithm with Spatial partition, Soft Shadows and Monte Carlo techniques (anti-aliasing and depth-of-field)
• UNITY 3D-based application development by using its Assets library and the built-in shadersfor photorealistic appearance
Get Hired!
Empresas Nacionais: Lisboa, Porto, Braga, Coimbra, Almada e Barcelos
http://www.spcvideojogos.org/empresas
AfterYou,Battlesheep,
Biodroid Entertainment, BlitPop,
Blueshark Studios,
Flying Turtle Software,
Gameinvest,
IddTouch, Lisboa
iMobile Magic, Inovaworks, Lisboa
Miniclip Portugal Phit Interactive,
Seed Studios
Spellcaster Studios
WingzStudio
ZPX
Prerequisites
Previous experience on Computer Graphics
Good knowledge of
C/C++ programming
Data structures (lists, arrays, trees…)
Geometry
Linear Algebra
Object programming skills
Warning
P3D Course is programming intensive
Best way to learn applied topics such this is done by coding
If you feel uncomfortable with coding, be aware
Consider yourselves warned
No excuses accepted afterwards
Bibliography
Kevin Suffern, “Ray Tracing from the Ground Up”, AK. Peters, 2007;
http://www.raytracegroundup.com
Bibliography
Matt Pharr, Greg Humphreys, PhysicallyBased Rendering : From Theory toImplementation, Second Edition,Morgan Kaufmann, 2010
http://www.pbrt.org
Bibliography
Tomas Möller, Eric Haines, “Real-Time Rendering”, Third Edition, AK. Peters, 2008
www.realtimerendering.com/
Schedule1 21-Fev
Apresentação
2 28-FevCarnaval
Carnaval Carnaval
3 7 Mar
Overview de Ray Tracing e ImplementaçãoRT 1 – Diffuse and Shadows
Exercise 1
4 14-Mar
Implementação de Ray Tracing (cont.)RT 1 – Diffuse and Shadows (cont.) Exercise 1 (cont.)
5 21-MarIntersecções Geométricas
RT 2 – Reflections and RefractionsCheckpoint 1
6 28-MarDistribution Ray-Tracing - Anti-aliasing,Soft Shadows, DOF
RT 3Exercise 2
7 4-AbrEstruturas de Aceleração I RT 4 Exercise 3
8 11-AbrFérias Páscoa Férias Páscoa Férias Páscoa
9 18-Abr
Mini-teste 1Estruturas de Aceleração II
RT 5 - Soft Shadow e Anti-aliasing, DOF Exercise 3 (cont.)
10 25-AbrFeriado Feriado
Feriado
11 2-MaioUso de BSPs em Cenas Interiores RT 6 - Grid Acceleration
Checkpoint 2
12 9-Mai Mini-teste 2Iluminação em CG UNITY 3D
Exercise 4
13 16-MaiModelos de Materiais UNITY 3D Exercise 5
14 23-MaiMini-Teste Repescagem UNITY 3D Exercise 6
15 30-MaiUNITY 3D Checkpoint 3
Grading Policy
Theory (20%) – no minimum grade
2 written mini-tests (10% each): MT 1: 18th AprilMT 2: 9th MayRepetition: 23rd May
Labs (80%) – minimum grade: 9.5
Checkpoint 1 (15%): 21 March;
Checkpoint 2 (30%): 2 May;
Checkpoint 3 (35%): 30 May
Método de Avaliação
Estudantes trabalhadores : semelhante ao dos estudantes regulares
Época especial: O aluno realizará, individualmente, umprojecto de natureza idêntica ao projecto das épocasnormais, apresentando um protótipo acompanhado por umrelatório, ambos objecto de uma prova oral. Os critérios deavaliação do projecto são os mesmos em época especial eépoca normal, mas não existem entregas intermédias para oprojecto de época especial. Deverá obrigatoriamente obterdo corpo docente o enunciado respectivo até, no máximo, oprimeiro dia do período de exames do segundo semestrepara que este possa ser avaliado até ao final da épocaespecial.