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)
Per-vertex phong lighting implementation using GPU. It was implemented in eye-space and world-space. They have the same results. ## Phong Shading (homework)
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)
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)
Refractive map implemented in GPU using cube map. It was implemented using world-space.
## Fresnel Effect (class)
Fresnel effect implemented in GPU using world-space and chromatic dispersion. ## Normal Map (homework)
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)
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)
Shadow map implemented in GPU. Download source code :: Download tutorial ## Ray Tracing (homework)
XXX. TODO: understand technique and make results ## Progressive Radiosity (homework)
The form factors computed per vertex and phong lighting per vertex. TODO: implement technique and make results ## "The Direct3D 10 System" (homework)
TODO: write notes ## "The GeForce 6800" (homework)
TODO: read paper and write notes ## "A Low Distortion Map Between Disk and Square" (hw)
Proof that tangent plane remains tangent after vertex transformation. TODO: read paper and write notes ## "Global and local deformations of solid primitives" (hw)
TODO: read paper and write notes ## "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces" (homework)
TODO: read paper and write notes ## "An Efficient Representation for Surface Details" (hw)
TODO: read paper and write notes ## "Creating Real Shaders in FX Composer" (homework)
TODO: read paper and write notes ## "Relief Mapping of Non-Height-Field Surface Details" (homework)
TODO: read paper and write notes ## "An Improved Illumination Model for Shaded Display" (homework)
TODO: read paper and write notes ## "A Reflectance Model for Computer Graphics" (homework)
TODO: read paper and write notes ## "Models of Light Reflection for Computer Synthesized Pictures" (homework)
TODO: read paper and write notes ## Tangent Plane (homework)
When you transform a tangent plane P to a vertex v, the transformed plane P' is still tangent to transformed vertex v' ? | ## Techniques- Gouraud Shading
- Phong Shading
- Reflection Map
- Refractive Map
- Fresnel Effect
- Normal Map
- Relief Map
- Shadow Map
- Ray Tracing
- Progressive Radiosity
## Papers- "The Direct3D 10 System"
- "The GeForce 6800"
- "A Low Distortion Map Between Disk and Square"
- "Global and local deformations of solid primitives"
- "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces"
- "An Efficient Representation for Surface Details"
- "Creating Real Shaders in FX Composer"
- "Relief Mapping of Non-Height-Field Surface Details"
- "An Improved Illumination Model for Shaded Display"
- "A Reflectance Model for Computer Graphics"
- "Models of Light Reflection for Computer Synthesized Pictures"
## Others |

Copyright to Giovane Roslindo Kuhn <grkuhn at gmail dot com>