Information on the lectures given in class are listed below,
divided into roughly one-week sets. Information includes references
when the lectures where given, and where applicable,
links to slides used in class. If slides have not yet been
posted or to get a preview of upcoming lectures see
last year's slides.
Zoom Recording of Sep 8, 2021 LectureFinish up demo-1, which simulated a single bouncing ball. Started demo-2, which showed balls connected by springs.
Zoom Recording of Sep 15, 2021 LectureExample of how to arrange balls into a circle in the demo-02 code. Start of set-1-math material on transformations.
Zoom Recording of Sep 22, 2021 LectureCPU-only code (demo-03-cpu-only.cc) showing the rendering of triangles, including coordinate space transformations.
Rendering Pipeline (479 kB PDF) Covered 24 September 2021
Additional Material
Zoom Recording of Sep 25, 2021 LectureRendering pipeline stages. Quick examples of easy-to-parallelize and hard-to-parallelize code. Beginning of demo-05 code, starting with the rendering of the lonely triangle.
Textures Covered 8, .. October 2021
Additional Material
Zoom Recording of Oct 8, 2021 LectureWhat textures are. Why finding the right texel for a fragment is computationally expensive. MIPMAP levels and filtering.
Zoom Recording of Oct 15, 2021 LectureUsing layout declarations for in, uniform, and buffer types. Examples of simple vertex and fragment shaders. Computing lighting in the vertex shader (Classic) versus computing lighting in the fragment shader (Phong).
Zoom Recording of Oct 20, 2021 LectureExample of how, when rendering our local-coordinate sphere, to avoid the redundancy of sending both normals and coordinates.
Geometry Shaders Covered 22, 25, 27, 29, 30 October, 1, 3, 5, 8, 12, 15 November 2021
Additional Material
Zoom Recording of Nov 1, 2021 LectureIntroduced Homework 2. That squared away, started the true sphere shader. (Used in 2021 hw02 and also in proj-base/v-links.)
Zoom Recording of Nov 8, 2021 LectureAnswer questions about Homework 2. Then resumed 2014/hw04, the spiral. Showed how to render holes where the text was.
Zoom Recording of Nov 22, 2021 LectureSome details of traceNV. Ray traversal, and its computational challenges. The use of bounding volume hierarchies to accelerate ray traversal.
Zoom Recording of Nov 24, 2021 LectureAcceleration structures. Also a tangent in which some CUDA was shown, to make the point between the similarity between gl_LaunchIDNV in the ray generation shader and the threadIdx/blockIdx variables used in CUDA.
Zoom Recording of Nov 29, 2021 LectureUsing multiple miss shaders and multiple hit shaders. The use of ray flags and cull flags to filter geometry in ray traversal. The use of the lampshade cull flag when casting a ray at a light.
Zoom Recording of Dec 1, 2021 LectureIntersection shaders, and their paired hit shaders. The sphere intersection shader and hit shader in the course sample code.