1. Lecture 5: More complex geometries. CSGs. Textures and Bitmaps. Shaders. Normals. Ambient light. Anti-aliasing

    02:36:54

    from Raytracing course FMI/SU / Added

    190 Plays / / 0 Comments

    Lecture 5 from 08.11.2013 • Intersections with more complex geometries - Sphere - Cube - Constructive Solid Geometries (CSGs), a.k.a. "Boolean operations" • Shaders and shadows - Separation of Lambert from the Checker texture - Texture interface - Phong shader - Shadows implementation - faceforward() and biasing • Ambient color • Bitmap textures • Anti-aliasing Note: The sound cuts off after 2h10mins. The reason for this is unknown, but it is also present in my source files so there's nothing to do about it. I guess that even the screencap software didn't like the quite-longer-than-expected length of the third "hour" of the lecture.

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    • "Orlan’s Vision of the Interdisciplinary Future" - Orlan

      02:33:16

      from ASU English / Added

      226 Plays / / 0 Comments

      "Orlan’s Vision of the Interdisciplinary Future," 2/27/01

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      • Lecture 13: Realtime ray tracing. Parallelisation

        02:31:45

        from Raytracing course FMI/SU / Added

        44 Plays / / 0 Comments

        Lecture 13 from 17.01.2014 Contents: • Real time ray tracing • Optimizations - Compiler flags - SSE - x86/x64 - coding improvements - profiling - profile-guided optimizations • Parallelisation - Single-machine parallelism - Hyper-threading - Multi-core systems - Multi-CPU systems - Cache coherence and false sharing - GPUs (comparison) - Multiple-machine parallelism. Distributed rendering. - GPUs (comparison) • Multithreading in C++ - OpenMP (implementation sample) - Threading APIs - Implementation of multithreaded rendering using cxxptl - Demo on multicore machine - Interactive rendering implementation

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        • Lecture 10: Heightfields. Non-point lights. Depth of field.

          02:31:39

          from Raytracing course FMI/SU / Added

          41 Plays / / 0 Comments

          Lecture 10 from 13.12.2013 Contents: • Heightfields - definition. - intersection algorithms: naïve, partial hierarchy, full hierarchy, fastest descent. - demo. • Non-point lights - definition of the problem. - monte-carlo solution. - generic light interface implementation. - rectangle light implementation. - stratified sampling vs pure random sampling. • Depth of field - definition of the effect. - implementation in a raytracer. - demo.

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          • Crystal Clark on The Hundredth Monkey Radio May 11 2011

            02:29:22

            from Tao2299 / Added

            26 Plays / / 0 Comments

            Crystal Clark Sacred Science and the ONE LAW Since we have started this show we have met some people who have really "gotten it". Crystal is one of those people. Ramon, Crystal and I have spoken about what we can do to help with the growth and education of all of you who are taking the steps to learn who and what we are and how we can actively work to create a future that brings back the true nature of our being. We are going to be starting a series of interviews with Crystal that we hope will help to do just that. What is the Sacred Science? What is the One Law? How can we consciously take an active role in the changes happening on our world? Who are we really? These questions and many more will be addressed in this series of interviews.

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            • Lecture 12: GI (continued). Path tracing

              02:28:21

              from Raytracing course FMI/SU / Added

              49 Plays / / 0 Comments

              Lecture 12 from 10.01.2014 Contents: • Path tracing - Implementation of BRDFs - Implementation of the simple model (probabilistic light hits) - Enhanced model (explicit light sampling) - Combining monte-carlo strategies • Pros and cons - Possible speedups - Compared to other GI algos

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              • Lecture 3: Basic concepts in rendering and raytracing. Typical raytracer infrastructure.

                02:27:36

                from Raytracing course FMI/SU / Added

                174 Plays / / 0 Comments

                Lecture 3 from 18.10.2013. • Basic rendering concepts: - scene - camera - geometry - materials - lights - environment • The infrastructure of a typical raytracer; • Using SDL to show graphics on-screen

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                • Lecture 4: Introduction to cameras. Ray->Plane intersections.

                  02:18:41

                  from Raytracing course FMI/SU / Added

                  143 Plays / / 0 Comments

                  Lecture 4 from 25.10.2013 • Walkthrough in the infrastructure of the project • Pinhole camera - The idea - The implementation (slightly buggy here, but the bug was nontrivial to catch) • Raytracing core algorithm • Ray->Plane intersection • Shaders and procedural textures - Checker texture - Lambert shader and 1/distance² attenuation The original recording contained a 15-minute unsuccessful bughunt into the camera code, which is removed from this video.

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                  • 14.01.2013 Ludger Hovestadt

                    02:15:52

                    from ETH CAAD Lectures / Added

                    123 Plays / / 0 Comments

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                    • 2012_13 M03 14.01.2013 Ludger Hovestadt Lecture

                      02:15:52

                      from MAS CAAD / Added

                      68 Plays / / 0 Comments

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