1.1.OpenGL Rendering Pipeline
1.3 Geometry Shaders. Bypass Shader
1.4 Creating Geometry on GPU
1.5 Custom Data Structures and Functions
2.1. Delete Primitives Shader
2.2. Extrude Polygon Shader
2.3 Magnet Shader
2.4. Polywire Shader (Tube Shader)
3.1 Plexus Shader
3.2.MultiInstancing for Kinematic Topography
3.3 Cleanup Kinect Pointcloud
3.4 Faking Particle Trails
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.