Geometry Types in Computer Graphics: Splines, Polygons
Introduction to the Data Structure in Geometrical Context
1.3 Procedural Example
2.1. Groups and Attributes.
What is Geometry Attribute.
Creating Custom Attributes.
2.2.Point , Primitive , Copy SOPs
Point and Primitive SOPs
Point Expressions as Modeling Tool. TScript vs Python.
Creating the Arrays of Geometry: Copy SOP
2.3 Building the Loops for processing geometry
3.1. Basics of Instancing
Creating the Arrays of Geometry: Instancing
Orientation of the Instances
Instancing on CHOPs
Editing of geometry attributes using CHOP
3.2. Advanced Instancing
Using of the Texture3D TOP.
Creating Texture Arrays from the Video Stream using GLSL.
4.1. Particles and L-Systems
Basics of LSystems
4.2.RBD. Bullet Dynamics
5.1. Direct modelling
Wase UV2 and Camera Setup
UV Unwrap. Camera Animation on Path
5.2. Rendering in TouchDesigner
6.1. PBR Shader
PBR Rendering 2
Substance Archives and Substance Select
6.2. GLSL Basics
Intro to GLSL Pipeline.
Customizing TouchDesigner Materials using GLSL.
Intro to Substance Designer.
Cube Map Rendering.
Outputting Shader Variables to the Render Buffers.
Advanced Compositing using GLSL TOP.
7.1. Event & Panel COP
Interacting with Panel Components using Panel CHOP
Customizing the event generation using the Python and CHOP Execute DATbr> Continuous Event Generation using Python and Event CHOP
Interact with Rendered Geometry. Build the 3D UI
MultiTouch and RenderPick DATs.
7.3. Replicator. MovieBin
Generative User Interfaces using Replicator.
Build the Movie Bin with Blending Between Movies.
7.4. Kinect Basics
Intro to the Kinect
Work with the Point Cloud
Point Deform Shader
Working with the Skeleton data
Generating Events with Kinect Skeleton data
Kinect Skeleton in Screen UV
Minimum skills (not strongly required, but get ready to learn): familiarity with command line (shell) operations.
Programming skills will greatly help with exploring specific details of the used instruments.
Complete course program would require Windows computer with a decent Nvidia GPU with at least 6Gb VRAM (hard minimum is 1060, reasonable level 2070+).
Users with Macs would be able to use Collab versions (no integration with TD in this case).
Partial payment option available: 50% before the start of the course and 50% 1 month after the start
All practical topics have corresponding tasks to complete as homeworks. Most of them require to repeat the actions from the lectures on your own supply.We recommend to execute them even if everything is clear in theory - to ensure that you won’t face unexpected issues in your future work.
During final week you will have to develop and complete your own project (with our assistance) as a kind of exam of the obtained knowledge.
10-12 hours per week should be sufficient to master necessary concepts and skills. You may want to invest more time for more exhaustve explorations though. Remember, the course program is somewhat open-ended: nearly all topics are not limited in scope, and have lots of options for extra developments.