Built-in
shader variables
Built-in
shader helper functions
Rotation matrices
Phong lighting
Texture mapping
Texture atlas
Edge detection
Resources:
Blender 3D Creation Suite
Google Poly
Slides & Demo Code:
Tuesday
Thursday
Lab
Demo 2 code (Phong lighting, Vertex displacment)
Demo 3 code (Image processing, Mouse and keyboard input)
Assignments:
Events:
Slug Gaming Expo, April 14th, 1pm at Porter Dining Hall
John Conway’s
“Game of Life” cellular automata
Reaction-diffusion system
Karl Sims’ reaction-diffusion tutorial
Daniel Shiffman’s tutorial on reaction-diffusion (non-GPU, for p5.js)
Robert Munafo’s overview of Gray-Scott reaction-diffusion
RenderTexture
HLSL’s lerp
HLSL’s smoothstep
Erik Roystan Ross’s toon shader tutorial
Slides & Demo Code:
Tuesday
Lab
Demo 4 code (RenderTextures, Cellular automata, Reaction-diffusion)
Demo 5 code (Post-processing effects)
Demo 6 code (Toon shader, Normals to World space)
Heightmap
Perlin noise
Unity’s PerlinNoise
The Book of Shaders’ introduction to noise
The Book of Shaders’ introduction to fractal Brownian motion
Adrian Biagioli’s Understanding Perlin Noise
iq’s domain warping tutorial
HLSL noise functions ported by Keijiro Takahashi
Troll, real-time ray tracing demo by Goodbye Kansas and Deep Forest Films
Reflections, real-time ray tracing demo by NVIDIA and ILMxLAB
Battlefield V, real-time ray tracing demo by Electronic Arts
Beyond Turing- Ray Tracing and the Future of Computer Graphics, by AdoredTV
Dan Moran’s Makin’ Stuff Look Good in Unity
Slides:
Lab
Demo 7 code (Procedural meshes, Height maps)
Demo 8 code (Procedural sphere, Noise shader)
Events:
SlugCon 2019, the UCSC Anime Convention , April 28, 4pm-9pm at the Porter/Kresge Dining Hall
Environment
Mapping Techniques chapter by Mark Kilgard and Randima Fernando
Paul Bourke’s Cubemaps
Unity Cubemap documentation
Cube mapping
Reflection
Refraction
Snell’s Law
Unity Particle System documentation
Michal Piatek’s Unity3D Particle Shaders tutorial
Justinas Telksnys’ Falling Leaves tutorial
Brackeys’ Everything to know about the PARTICLE SYSTEM
Kimberly Shirley’s Video Game Particle Effects demo reel
Mirza Bieg’s Interactive Fireflies tutorial
Digital District’s Fluid & Particles Showreel
Particle
Systems tutorial (fire and explosions) by By Anthony Uccello & Eric Van de Kerckhove
Slides:
Thursday
Lab
Demo 9 code (Cube maps, Reflection, Refraction, Chromatic dispersion)
Quiz:
Quiz #1 will take place in class on Tuesday, April 30th.
Assignments:
Javier Villegas, video processing engineer at Smule, will present his work on real-time video processing and creative mobile graphics on Thursday, May 9th.
Concepts:
Unity’s Shader Graph overview
Brackey’s Shader Graph tutorial and Hologram tutorial
Ronja Böhringer’s Flowing River tutorial
Roystan’s Toon Water tutorial
Harry Alisavakis’s Waterfall demo
Catlike Coding’s Flow tutorials
Slides:
Brian Hansen, founder of Sonimmersion, will present a tutorial on how to analyze audio data to create Unity projects that react to sound on Tuesday, May 14th.
Chuck Lingle, director of Intel’s Advanced Rendering Technology team, will present recent developments in GPU technology and real-time rendering techniques on Thursday, May 16th.
Concepts:
SIGGRAPH 2019 Technical Papers Preview
Ólafur Arnalds, Ljósið
Autechre, Gantz Graf
Goldfrapp, Solar
Beat Sequencer tutorial by Peter Olthof
Demos:
Demo 10 code (Extracting audio features)
Assignments:
Oskar Elek, a postdoctoral researcher in UCSC’s Computational Media department, will present an overview of his graphics research on Thursday, May 23rd.
Quiz:
Quiz #2 will take place in class on Tuesday, May 21st.
Slides:
Demos:
Demo 11 code (Audio features, Particle system)
Assignments:
Guest Lecture:
Kyoung Swearingen and Scott Swearingen, both Assistant Professors of Design at The Ohio State University, will present their work on lighting, graphics, animation, and augmented reality on Thursday, May 30th. More information about their recent projects can be found at their website, wizaga.com.
Charlie Roberts, Assistant Professor at Worcester Polytechnic Institute and inventor of the live coding software Gibber, will present his work on interactive shaders and give a performance on Thursday, June 6th.
Presentations:
Your group will present a short overview of your Final Project on Tuesday, June 4th.