Federal University of the Rio Grande do Sul
Graduate Program in Computer Science
Professor: Manuel Menezes de Oliveira Neto, Ph.D.
Student: Giovane Roslindo Kuhn
Gouraud Shading (class)Done: Aug-28-06 Per-vertex phong lighting implementation using GPU. It was implemented in eye-space and world-space. They have the same results. Phong Shading (homework)Request: Aug-28-06 Done: Aug-29-06 Per-pixel phong lighting implementation using GPU. Three implementations were made: eye-space, world-space and interpolating normal-light-half vectors. They have the same results. Reflection Map (homework)Request: Sep-04-06 Done: Sep-04-06 Reflection map implemented in GPU using cube map. It was implemented using world-space, eye-space and my own reflect function. They have the same results. Using eye-space there is a tip. After calling reflect function it is necessary to put reflect vetor in world-space, because the cube map is in this space. Refractive Map (class)Done: Sep-04-06 Refractive map implemented in GPU using cube map. It was implemented using world-space.
Fresnel Effect (class)Done: Sep-11-06 Fresnel effect implemented in GPU using world-space and chromatic dispersion. Normal Map (homework)Request: Sep-11-06 Done: Sep-13-06 Normal map, also called bump map, implemented in GPU using phong shading. It was implemented using world-space and tangent-space. They have same results.
Normal map, fresnel effect and chromatic dispersion using phong shading implemented in GPU.
Relief Map (homework)Request: Sep-11-06 Done: Sep-14-06 Relief map implemented in GPU using phong shading. It was implemented using eye-space and tangent-space. Download source code :: Download texture
Here it was implemented relief map, fresnel effect and chromatic dispersion using phong shading.
Shadow Map (homework)Request: Sep-25-06 Done: Oct-05-06 Shadow map implemented in GPU. Download source code :: Download tutorial Ray Tracing (homework)Request: Oct-23-06 Done: - XXX. TODO: understand technique and make results Progressive Radiosity (homework)Request: Oct-30-06 Done: - The form factors computed per vertex and phong lighting per vertex. TODO: implement technique and make results "The Direct3D 10 System" (homework)Request: Aug-21-06 Done: Aug-23-06 TODO: write notes "The GeForce 6800" (homework)Request: Aug-21-06 Done: - TODO: read paper and write notes "A Low Distortion Map Between Disk and Square" (hw)Request: Sep-04-06 Done: - Proof that tangent plane remains tangent after vertex transformation. TODO: read paper and write notes "Global and local deformations of solid primitives" (hw)Request: Sep-04-06 Done: - TODO: read paper and write notes "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces" (homework)Request: Sep-06-06 Done: - TODO: read paper and write notes "An Efficient Representation for Surface Details" (hw)Request: Sep-06-06 Done: - TODO: read paper and write notes "Creating Real Shaders in FX Composer" (homework)Request: Sep-13-06 Done: - TODO: read paper and write notes "Relief Mapping of Non-Height-Field Surface Details" (homework)Request: Sep-13-06 Done: - TODO: read paper and write notes "An Improved Illumination Model for Shaded Display" (homework)Request: Sep-23-06 Done: - TODO: read paper and write notes "A Reflectance Model for Computer Graphics" (homework)Request: Sep-23-06 Done: - TODO: read paper and write notes "Models of Light Reflection for Computer Synthesized Pictures" (homework)Request: Sep-25-06 Done: - TODO: read paper and write notes Tangent Plane (homework)Request: Aug-21-06 Done: Aug-22-06 When you transform a tangent plane P to a vertex v, the transformed plane P' is still tangent to transformed vertex v' ? | Techniques
Papers
Others |
Copyright to Giovane Roslindo Kuhn <grkuhn at gmail dot com>














