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Lecture
Triangle Meshes: Ray Tracing and Spatial Data Structures
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Lighting: Surface Reflectance and Phong Model
Explores practical lighting aspects in computer graphics, covering surface reflectance, Phong model, multiple light sources, shadows, and reflections.
Lighting Phong: Basics and Models
Introduces the basics of lighting in computer graphics, including surface reflectance, ray tracing, and the Phong lighting model.
Meshes: Vertex Normals and Ray Intersections
Covers the computation of vertex normals and triangle normals in the context of mesh rendering.
Make it Stand: Geometric Computing
Explores static equilibria, geometric data representations, and shape optimization to make a geometric object stand.
Shape from Shading: Recovering 3D Information from 2D Images
Covers the techniques for recovering 3D shape information from 2D images using shading models and modern deep learning approaches.
Pinhole Camera and Barycentric Coordinates
Covers pinhole cameras, degrees of freedom, Phong lighting, and barycentric coordinates with sample exam questions.
Introduction to Computer Graphics: Ray Tracing Basics
Covers the basics of ray tracing in computer graphics, explaining the generation of primary rays, intersection computations, and lighting models for diffuse and specular surfaces.
Lighting: Shadows and Recursion
Explores multiple light sources, shadows, recursive ray tracing, and lighting computations in ray tracing.
Rasterization - Lighting
Covers normal vectors, Phong lighting model, and affine transformations.
Shape from Shading and Texture
Covers shape from shading, texture, reflectance maps, and specularities in computer vision.