Here is a list of Computer Graphics Seminar presentations done throughout the years.
2023 – Spring
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Procedural Generation — Stepan Denysenko (PDF)
- IoT Integration with VR — Artem Kabakov
- Making Tetris with OpenGL — Alicia Sudlerd (PDF)
- MoCap — Ats Kurvet
- Post-Processing Effects — Raimond Tunnel
2022 – Fall
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Video Games Curriculum — Raimond Tunnel
- Video Game Atmosphere — Lukas Andrijauskas (PDF)
- Basics of Direct3D — Jens-Stefan Mikson (PDF)
- Procedural Generation of Planets with CUDA — Artem Kabakov (PDF)
- Vulkan — Mateus Surrage Reis
- Subsurface Scattering — Karl-Hendrik Veidenberg (PDF)
- Rendering in VR — Toomas Tamm (PDF)
- Non-Photorealistic Rendering — Raimond Tunnel
- Environment Design in VR — Andreas Poola (PDF)
2022 – Spring
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Computer Graphics for Virtual Reality – Ats Kurvet
- Motion Capture – Tofig Bakhshiyev (PDF)
- Ray Tracing – Ashraf Abbasov
- Upscaling with Deep Learning – Kirill Milintsevich
- Procedural Generation of Nature Environments – Karl Vaba
- Subsurface Scattering – Timo Tiirats
- DIY CAD – Mathias Plans (PDF)
- Volumetric Rendering – Raimond-Hendrik Tunnel (PDF, CGLearn ACG chapter)
- Anti-Anxiety VR Games – Kertu Toompea (PDF)
2021 – Fall
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Graphics on Smartphones – Bohdan Romashchenko
- Advanced Blender Techniques – Kaarel Rüüsak (PDF)
- World Building for VR – Shumpei Morimoto (PDF)
- Modern GPU Architecture – Aap Vare (PDF)
- High Dynamic Range – Gianluca Rubino
- Procedural Generation – Karl Kuusik and Oliver Vainumäe
- Photogrammetry – Toomas Treikelder
- Laplacian Growth – Mathias Plans (PDF)
- Virtual Reality – Kertu Toompea (PDF)
- Fractal Rendering – Raimond Tunnel (PDF, CGLearn ACG chapter)
2021 – Spring
2020 – Fall
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Rendering Non-Euclidean Worlds – Meelis Perli (PDF)
- Augmented Reality and Point Set Matching – Karl-Walter Sillaots (PDF)
- Unity ECS – Daniel Nael
- Ray Tracing – Joonas Praks
- 3D Model Animation – Hei Chun Shum (PDF)
- Lighting and Shadows – Anett-Kristin Palmar
2020 – Spring
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Physically-based Shading — Raimond
- Virtual Reality Game Design — Raimond
- Motion Effects in Adobe After Effects — Mehdi Hatamian (result video, animated fishes)
- Procedural Texturing — Madis Janno
- Rendering Precious Gems — Vladyslav Kupriienko
- Case Study: Alita Battle Angel — Markos-Erik Leemet
- Node-based Open World Loading and Serialization: Tips and Tricks — Kristo Männa (Guest)
- Academic Poster Workshop
2019 – Fall
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Fur Rendering — Mykhailo Nitsenko (code, PDF)
- DBV Visual Effects — Kristo Männa (Guest)
- Space Partitioning — Jens-Stefan Mikson
- Use Case Study: Journey – Effects and Terrain — Madis Janno (PDF)
- Procedural Generation — Lauri Kongas (PDF)
- Augmented Reality Frameworks — Mahdi Mohebbian
- CGVR Lab Field Trip
2019 – Spring
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Depth of Field #1: Blurs and Convolution (up to slide 110)
- Depth of Field #2: Circular Separable DoF
- Facial Animations — Priit Paluoja
- Realtime Weather Rendering — Kristo Männa
- Environment Design in 90 Minutes by Jaanus Jaggo (build)
- The CGVR Lab Field Trip
- Texturing — Saumitra Bagchi
- Academic Poster Analysis Workshop (pre questionnaire responses, R-s table)
2018 – Fall
- Introduction – Organization
- Introduction – Geometry and Transformations
- Introduction – Shading and Lighting
- Introduction – Shaders Workshop
- Post-Processing Effects – Viktor Mysko (PDF)
- CPU vs GPU – Stanislav Belogrivov (PDF)
- Use Case Study: Coco – Diana Grygorian (PDF)
- Hendrik Proosa from Kaldera
- Motion Tracking – Markos Leemet
- Reinforcement Learning in Games – Mahir Gulzar (PDF)
- Modern GPU Architecture – Ismayil Tahmazov (PDF)
2018 – Spring
- Introduction – organization
- Introduction – Geometry and Transformations
- Introduction – Lighting and The Standard Graphics Pipeline
- Shader Workshop
- Texturing – Rauno Näksi
- Use Case Study: Ostriv – Viktor Mysko (PDF)
- Procedural Generation – Kaarel Tõnisson (64KB video1, video2)
- Rendering a Large Amount of Units – Silver Kirotar
- Rendering in VR – Natia Doliashvili
- Technology Behind the Microsoft RoomAlive Project – Luka Tsulaia
- The CGVR Lab Field Trip
2017 – Fall
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics (diffuse scattering animation)
- Voronoi Diagrams — Marko Täht
- Bones Skeletal Unity 2D – How & When? — Mahir Gulzar (PPTX)
- Polished Game Development — Diana Algma (PPTX)
- Field Trip to the CGVR Lab
- Reflections & Caustics — Kerstin Äkke
- Data Visualization — Brait Õispuu
- Guest Digital Artist’s Presentation —Silver Kontus (Daily Spitpaint)
- Use Case Study: Zootopia — Natia Doliashvili
- Lighting Models — Khatia Kilanava (PPTX)
2017 – Spring
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics
- Field Trip to the CGVR Lab
- Graphical Glitches — Maksym Kurylovych
- Procedural Animation — Andreas Sepp (PDF)
- GLSL vs HLSL — Marko Täht
- Physically-Based Shading — Diana Algma
- Realtime Realistic Rendering — Yevhen Tyshchenko
- Reflections and Caustics — Kaarel Tõnisson
- Three.js — Brait Õispuu (Code)
- 2D Dynamic and Static Shadows — Sander Tiganik
- Vulkan — Raman Shapaval
- Non-Realistic Rendering — Dmytro Tkachuck
2016 – Fall
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics
- Non-Photorealistic Rendering — Marko Täht (PPTX) | Exercises, Answers
- Noise Algorithms and Their Applications — Andreas Sepp | Tasks
- Procedural Generation — Jaan Janno (PDF) | Example
- Post-Processing Effects 1 — Jakub Dorbik
- Collision Detection — Alexandra Cicmancova
- Post-Processing Effects 2 — Kaarel Tõnisson
- Particle Effects — Joosep Jääger
- Tessellation — Yurii Toma
- Non-Euclidean Geometry Rendering — Diana Algma
2016 – Spring
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics
- Field Trip: 3D Scanning
- Of Light Intensity and Scan Data
- Specialist’s presentation — Hendrik Proosa (PDF)
- Global Illumination — Anastasia Bolotnikova
- Collision Detection (+ Deformation on Collision) — Iris Merilo
- Procedural Generation — Handre Elias (Procedural Skatepark Generator)
- Post-Processing Effects — Michael Michuki (PDF)
- Rendering Water with Reflections & Refractions — Dmitri Gabbasov (FollowRivers)
2015 – Fall
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics
- Procedural Geometry — Jaanus Jaggo
- Shaders — Rasmus Vahtra
- Deferred Shading — Andres Traks (BulletSharp)
- Color Blending — Sander Tiganik (demo program)
- Post-Processing Effects — Morten Paluteder
- Anti-Aliasing — Heiki Pärn
- Non-Realistic Rendering — Umesh Anilchandra Bhat
- Field Trip to the Institute of Technology (Tutorial)
- (Pesudo) – Random Generation – Maps — Iris Merilo
- Data Visualization — Lauri Listak
- Soft Body Physics (Material Fractures) — Erich Jagomägis (PDF)
- UX in Graphical Applications — Margus Luik (PDF)
2015 – Spring
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics
- Field Trip
- Physics Simulation — Morten Paluteder
- Advanced Blending Effects — Jaanus Jaggo
- Shadows — Margus Luik
- Distance Fields — Imre Paadik
- 3D Fractal Generated Worlds with Cellular Automata — Jhon Henry Avila Perez
- Natural Simulations with Processing.js + Data Visualization — Yaroslava Malash
- Animation — Ats Kurvet (PDF)
- Simple Remake of GTA 2 for JavaScript — Erich Jagomägis
- CGLearn — Raimond Tunnel
- Conclusion
2014 – Fall
- Introduction – organization
- Introduction – introductory topics
- Introduction – introductory topics
- Field Trip (Institute of Technology)
- Bump Mapping — Karl Tarbe (Irrlicht, CopperLicht, Shadertoy bump mapping)
- Real-Time Water Surface Rendering — Maarja Lepamets (WebGL Water, GTA 5 water, Blender water, ocean, shore)
- Specialist’s presentation: Martti Savolainen – 3D Wayfinder (FRAK Engine, Journal of CGT, 3D Tallinn)
- Artist’s presentation: Lauris Kaplinski – Tartu Art School
(Shinya, Khayyam, Tinkido, Kinnas Rostov, Poser, Masahiro Ushiyama, Overgrowth, Mixamo) - Recapitulation
- Procedural Generation — Manuel Kramer, Martin Schmeisser (PDF, presentation video, Blender tutorial [ger])
- Post-processing Effects — Morten Paluteder (ENB, UE4 effects)
- Texture Mapping — Andres Traumann
- WebGL, Raphael.js library — Yaroslava Malash (Raphael.js, three.js, Incscape)
- Virtual Reality — Ats Kurvet (Virtual Barber Shop, Oculus Connect Keynote – J. Carmack, Leap Motion, Dreadhalls)
- Conclusion