Computer Graphics Course

I have begun to upload to youtube a CG Course I was working on some months ago. The plan is to learn new stuff about the theory behind real-time computer graphics and upload new videos explaining them. I am recording them in Spanish only. The topics covered for now are the following:

1 – The RGB Color Model

2 – The Graphics Pipeline

3 – Geometry Space Transformation

4 – Geometry Representation

5 – Textures

6 – Rasterization

Road to Anti-Aliasing in BRE: Aliasing and Anti-Aliasing

I want to implement anti-aliasing in BRE, but first, I want to explore what it is, how it is caused, and what are the techniques to mitigate this effect.

In the previous post, we talked about RasterizationNow, we will see aliasing and anti-aliasing in depth. In the next post, I am going to describe which anti-aliasing technique I choose for BRE and how I implemented it.

Continue reading “Road to Anti-Aliasing in BRE: Aliasing and Anti-Aliasing”

Lighting Series Part 4 – Irradiance and Radiant Intensity

In this post from Lighting Series, we are going to talk about Irradiance and Radiant Intensity. The previous post in this series is Lighting Series Part 3 – Radiance. In the next post, we are going to talk about Photometry.

The SI System (Système International d’unites) defines six radiometric units used for describing the radiation coupling between a light source and an optical system.  The most commonly used units are: Radiant Flux, Irradiance, and Radiance.

radiometric_units

Continue reading “Lighting Series Part 4 – Irradiance and Radiant Intensity”

Lighting Series

When I begun studying real-time computer graphics, I did it with books about graphics APIs like DirectX 9, 10, 11 and 12. In these books, the computer graphics theory was explained correctly but deepening only the necessary.

Nowadays, with the advent of physically based rendering, I think it is more necessary to have solid foundations about many topics like light, radiometry, etc. That is why I had the need to understand all this theory with the required depth for computer graphics. Given this, I decided to read and understand all these topics from different books, articles, forums, etc, and to try to explain them in an easy and clear way.

I am going to write a series of articles related with lighting, and to try to explain them in an easy and clear way. All suggestions for improvements, corrections, and new topics, are very welcome because in this way I am going to learn a lot and, and why not, maybe this helps anybody with the same doubts than me.

I decided to keep each article not too long to be more concrete in each field to avoid losing the reader. Each article is going to have all the references at the end, so you can learn deeper and better from them.

Next, you can see the list of articles that I will constantly update.

LIGHTING SERIES PART 1 – LIGHT AND RADIOMETRY

LIGHTING SERIES PART 2 – RADIANT ENERGY AND RADIANT POWER

LIGHTING SERIES PART 3 – RADIANCE

LIGHTING SERIES PART 4 – IRRADIANCE AND RADIANT INTENSITY

LIGHTING SERIES PART 5 – PHOTOMETRY

Next post topic is not decided yet.

BRE Architecture Series Part 11 – Ambient Occlusion Pass

In this opportunity, we are going to talk about the ambient occlusion pass. Its previous pass is GeometryPass and its next pass is EnvironmentLightPass. You can check BRE Architecture Series Part 7 – Geometry Pass and BRE Architecture Series Part 8 – Environment Light Pass. Before giving more details we are going to talk about ambient occlusion.

Continue reading “BRE Architecture Series Part 11 – Ambient Occlusion Pass”

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