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Do you want to learn 3D graphics to design portfolio? This class will teach you about the basic principles of 3D computer graphics: meshes, transforms, cameras, materials, lighting, and animation. By the end of this class you will know enough to make an animated 3D demo program that runs in a web browser, while also understanding the basic principles of how realistic computer images are generated. You will also have a portfolio of small interactive programs.
Assessment
This course does not involve any written exams. Students need to answer 5 assignment questions to complete the course, the answers will be in the form of written work in pdf or word. Students can write the answers in their own time. Each answer needs to be 200 words (1 Page). Once the answers are submitted, the tutor will check and assess the work.
Certification
Edukite courses are free to study. To successfully complete a course you must submit all the assignment of the course as part of assessment. Upon successful completion of a course, you can choose to make your achievement formal by obtaining your Certificate at a cost of £49. Having an Official Edukite Certification is a great way to celebrate and share your success. You can:
- Add the certificate to your CV or resume and brighten up your career
- Show it to prove your success
Course Credit: Udacity
Course Curriculum
Introduction | |||
Introduction | 00:01:00 | ||
Interactive 3D Rendering | 00:03:00 | ||
First Quiz | 00:01:00 | ||
WebGL Setup | 00:01:00 | ||
Core Ideas | 00:01:00 | ||
Interactivity and FPS | 00:01:00 | ||
FPS and Refresh Rate | 00:02:00 | ||
CPU Cycles | 00:01:00 | ||
The Eye | 00:01:00 | ||
The Pinhole Camera | 00:01:00 | ||
Seeing Is Believing | 00:01:00 | ||
Eye vs. Camera | 00:01:00 | ||
View Frustum | 00:01:00 | ||
Screen Door | 00:01:00 | ||
3D Scene | 00:01:00 | ||
How Many Pixels? | 00:01:00 | ||
Light and Rendering | 00:01:00 | ||
How Many Computers? | 00:01:00 | ||
Reversing the Process | 00:02:00 | ||
History of the Teapot | 00:05:00 | ||
Simple Materials | 00:01:00 | ||
A Jog Down the Pipeline | 00:02:00 | ||
Pipeline Parallelism | 00:01:00 | ||
Advanced Box Factory | 00:01:00 | ||
Parallelism | 00:01:00 | ||
Bottleneck | 00:01:00 | ||
Stalling and Starving | 00:01:00 | ||
Painter’s Algorithm | 00:01:00 | ||
Flawed Painting | 00:01:00 | ||
Z-Buffer | 00:01:00 | ||
How the Z-Buffer Works | 00:02:00 | ||
Z-Buffer Optimization | 00:01:00 | ||
WebGL and three.js | 00:01:00 | ||
Tricky Question | 00:01:00 | ||
Different Rendering Options | 00:01:00 | ||
Conclusion | 00:01:00 | ||
Problem Set | |||
Frame Skipping | 00:01:00 | ||
What Is Not Paintable? | 00:01:00 | ||
FPS vs. MIlliseconds | 00:02:00 | ||
Rendering Costs | 00:01:00 | ||
Firefly | 00:01:00 | ||
Light Field Dimensions | 00:01:00 | ||
First Programming Exercise | 00:01:00 | ||
Interview: 3D Modelling and Printing | |||
Making Virtual Things Real | 00:01:00 | ||
Jesse Harrington Au at Autodesk | 00:01:00 | ||
How 3D Printing Works | 00:02:00 | ||
Any Shape Can Be Made | 00:01:00 | ||
Complexity Is Free | 00:01:00 | ||
3D Printing Materials | 00:01:00 | ||
Design Process | 00:01:00 | ||
Problems and Future of 3D Printing | 00:01:00 | ||
Points, Vectors and Meshes | |||
Coordinate System | 00:01:00 | ||
Cartesian Coordinates | 00:02:00 | ||
Left-Handed vs. Right-Handed | 00:02:00 | ||
Left-Handed or Right-Handed? | 00:01:00 | ||
The Sun Also Rises | 00:01:00 | ||
Which Way Is Up? | 00:01:00 | ||
Interview: Which Way Is Up? | 00:01:00 | ||
Coordinate System Transform | 00:01:00 | ||
Points and Lines | 00:01:00 | ||
Triangles | 00:01:00 | ||
Creating Geometry in three.js | 00:01:00 | ||
Create a Square | 00:01:00 | ||
Triangulation and Tessellation | 00:02:00 | ||
Minimum Triangulation | 00:01:00 | ||
How Many Triangulations? | 00:01:00 | ||
Vertex Ordering and Culling | 00:01:00 | ||
Return of the Square | 00:01:00 | ||
Model Creation | 00:01:00 | ||
Conclusion | 00:01:00 | ||
Problem Set 2 | |||
Polygon Creator | 00:01:00 | ||
Polygon Location | 00:01:00 | ||
Polygon Radius | 00:01:00 | ||
Build a Stairway | 00:03:00 | ||
The Drinking Bird | 00:02:00 | ||
Z-Fighting | 00:01:00 | ||
Interview: Modeling in the Real World | |||
Introduction | 00:01:00 | ||
Sam Black – Background | 00:02:00 | ||
What Is AutoCAD? | 00:01:00 | ||
Types of Work | 00:03:00 | ||
Variety00 | 00:01:00 | ||
Styles of Materials | 00:01:00 | ||
Minimum Requirements | 00:01:00 | ||
Endless Polygons | 00:01:00 | ||
Colors and Materials | |||
Overview of the Lesson | 00:01:00 | ||
The Programmable Pipeline | 00:02:00 | ||
RGB Color Definition | 00:01:00 | ||
Color Definition | 00:01:00 | ||
Setting the Color | 00:02:00 | ||
What Color Is Magenta? | 00:01:00 | ||
What Color Is Chartreuse? | 00:01:00 | ||
The Color Cube | 00:01:00 | ||
Vertex Attributes | 00:01:00 | ||
Color Interpolation | 00:01:00 | ||
The Color Gamut | 00:02:00 | ||
A Simple Lighting Model | 00:02:00 | ||
Kiss of Death | 00:01:00 | ||
Light on a Diffuse Sphere | 00:01:00 | ||
Normalizing a Vector | 00:01:00 | ||
The Dot Product | 00:01:00 | ||
The Dot Product in Detail | 00:02:00 | ||
Diffuse Material | 00:01:00 | ||
Shading Normal | 00:01:00 | ||
Enable Smooth Shading | 00:01:00 | ||
Ka, Kd, and HSL | 00:01:00 | ||
Baking | 00:02:00 | ||
Specular Material | 00:03:00 | ||
Gouraud Shading | 00:01:00 | ||
Phong Shading | 00:02:00 | ||
Material Calculations | 00:01:00 | ||
Introduction to Transparency | 00:02:00 | ||
Blending | 00:01:00 | ||
The Over Operator | 00:02:00 | ||
The Over Operator Quiz | 00:01:00 | ||
The Z-Buffer and Transparency | 00:01:00 | ||
Solving Transparent Z-Buffering, Part 1 | 00:01:00 | ||
Solving Transparent Z-Buffering, Part 2 | 00:01:00 | ||
Transparency and three.js | 00:01:00 | ||
What Went Wrong? | 00:01:00 | ||
Advanced Transparency Methods | 00:03:00 | ||
Future of Transparency | 00:01:00 | ||
Conclusion | 00:01:00 | ||
Problem Set 3 | |||
RGB Representation | 00:01:00 | ||
Shiny Bird | 00:01:00 | ||
Building a Better Bird | 00:01:00 | ||
Drinking Bird Transparency | 00:01:00 | ||
Paper Lantern Shading | 00:01:00 | ||
Glass Cube | 00:01:00 | ||
Shading and Illumination Costs | 00:01:00 | ||
Transforms | |||
Overview | 00:01:00 | ||
Point and Vector Operations | 00:01:00 | ||
Coordinate Values | 00:01:00 | ||
Point and Vector Sum | 00:01:00 | ||
Vector Operation | 00:01:00 | ||
Translation | 00:01:00 | ||
Rotation | 00:01:00 | ||
Rotate a Block | 00:01:00 | ||
Name That Object | 00:01:00 | ||
Euler Angles | 00:03:00 | ||
Rigid Body Transforms vs Scaling | 00:02:00 | ||
Scale a Sphere | 00:01:00 | ||
Scale Rotate Translate | 00:01:00 | ||
Rotate, then Scale | 00:01:00 | ||
Build a Snowman | 00:01:00 | ||
Rotate, then Translate | 00:02:00 | ||
Object3D | 00:02:00 | ||
Two Clock Hands | 00:01:00 | ||
Hierarchy of Objects | 00:02:00 | ||
Instancing | 00:01:00 | ||
Robot Arm | 00:02:00 | ||
Problem Set 4 | |||
Extended Robot Arm | 00:01:00 | ||
Robot Hand | 00:01:00 | ||
Series of Transforms | 00:01:00 | ||
Scale versus Translate | 00:01:00 | ||
Make a Flower | 00:01:00 | ||
Improved Petals | 00:01:00 | ||
Matrices | |||
Matrix Math | 00:02:00 | ||
Matrix Vector Multiplication | 00:01:00 | ||
Point and Vector Coordinates | 00:01:00 | ||
The Fourth Coordinate | 00:01:00 | ||
Identity Matrix | 00:01:00 | ||
Translation Matrix | 00:02:00 | ||
Make a Translation Matrix | 00:01:00 | ||
Using a Matrix | 00:01:00 | ||
Rotation Matrix | 00:03:00 | ||
Dot Product | 00:01:00 | ||
Axis of Rotation | 00:02:00 | ||
Angle of Rotation | 00:04:00 | ||
Cross Product | 00:03:00 | ||
Make an Ornament or Caltrop | 00:01:00 | ||
Rotation Times Rotation | 00:02:00 | ||
World Matrix | 00:01:00 | ||
Series of Operations | 00:01:00 | ||
Frames | 00:04:00 | ||
Scale Matrix and Normal | 00:01:00 | ||
Transpose and Inverse | 00:02:00 | ||
Correct Normal Transformation | 00:03:00 | ||
Mirroring | 00:02:00 | ||
Mirror Normal Transformation | 00:01:00 | ||
Matrix Zones | 00:02:00 | ||
Summary of the Lesson | 00:01:00 | ||
Congratulations | 00:01:00 | ||
Problem Set 5 | |||
Transpose of a Translation | 00:01:00 | ||
Matrix Spotting | 00:01:00 | ||
Cylinder Positioning | 00:01:00 | ||
Capsule | 00:01:00 | ||
Helices | 00:01:00 | ||
Revisiting the Drinking Bird | 00:01:00 | ||
Where to Rotate | 00:01:00 | ||
Lights | |||
Lights | 00:01:00 | ||
Photons as Particles | 00:01:00 | ||
Directional Lights | 00:01:00 | ||
Directional Light in three.js | 00:01:00 | ||
Set a Directional Light | 00:01:00 | ||
A Point Light | 00:01:00 | ||
Ambient Lighting | 00:01:00 | ||
Head Light | 00:01:00 | ||
Spot Light | 00:01:00 | ||
Spot Light in three.js | 00:01:00 | ||
Deferred Rendering | 00:02:00 | ||
Shadow Mapping | 00:01:00 | ||
Shadow Buffer Characteristics | 00:01:00 | ||
Shadows in three.js | 00:02:00 | ||
Shadow Buffer Limitations | 00:02:00 | ||
Ray Tracing | 00:02:00 | ||
Ray Tracing History and Future | 00:01:00 | ||
What’s Missing | 00:01:00 | ||
Path Tracing | 00:02:00 | ||
Umbra and Penumbra | 00:01:00 | ||
Glimpse of Higher End Techniques | 00:11:00 | ||
David Larsson Introduction | 00:02:00 | ||
Shadow Summary | 00:01:00 | ||
Indirect Lighting | 00:02:00 | ||
Which are Global? | 00:01:00 | ||
Hemisphere Lights | 00:01:00 | ||
Skylighting | 00:02:00 | ||
Fog | 00:01:00 | ||
Problem Set 6 | |||
Omni Light | 00:01:00 | ||
Swivel Light Control | 00:01:00 | ||
Swivel and Tilt Light Control | 00:05:00 | ||
Light Characteristics | 00:01:00 | ||
The Disappearing Spotlight | 00:01:00 | ||
Cameras | |||
Introduction to Cameras | 00:01:00 | ||
Orthographic Camera | 00:01:00 | ||
Three.js Orthographic Camera | 00:02:00 | ||
LookAt | 00:03:00 | ||
Three.js Lookat | 00:01:00 | ||
View Transform | 00:01:00 | ||
Normalized Device Coordinates | 00:02:00 | ||
Orthographic Matrix Type | 00:01:00 | ||
Perspective Camera | 00:01:00 | ||
Three.js Perspective Camera | 00:02:00 | ||
FOV Slider | 00:01:00 | ||
Perspective Matrix | 00:01:00 | ||
Perspective Coordinate Transform | 00:01:00 | ||
Homogeneous Coordinate | 00:02:00 | ||
Clipping | 00:02:00 | ||
Field of View | 00:01:00 | ||
True Field of View | 00:02:00 | ||
Monitor Field of View | 00:01:00 | ||
Target | 00:01:00 | ||
Dolly, Pan, Orbit | 00:01:00 | ||
Camera Changes | 00:01:00 | ||
Near and Far Clipping | 00:04:00 | ||
Depth of Field | 00:01:00 | ||
Window Coordinates | 00:03:00 | ||
Antialiasing | 00:04:00 | ||
Conclusion | 00:01:00 | ||
Problem Set 7 | |||
Near Plane of Zero | 00:01:00 | ||
Graphics Pipeline Coordinates | 00:01:00 | ||
Four Viewports | 00:01:00 | ||
Rear View Camera | 00:01:00 | ||
Division by Zero | 00:01:00 | ||
Camera Matrices Matching | 00:01:00 | ||
Textures and Reflections | |||
Introduction | 00:01:00 | ||
How Texturing Works | 00:01:00 | ||
Texture UVs | 00:01:00 | ||
UVs in three.js | 00:01:00 | ||
Make a Textured Square | 00:01:00 | ||
Texture Mapping | 00:01:00 | ||
Texel Coordinates | 00:01:00 | ||
Texel Coordinates Explained | 00:01:00 | ||
Modifying UV Coordinates | 00:01:00 | ||
Texture Distortion | 00:01:00 | ||
What Causes Texture Discontinuities? | 00:01:00 | ||
Wrap Modes | 00:01:00 | ||
Texture Transform | 00:01:00 | ||
Texture Magnification | 00:03:00 | ||
Smooth to Sharp | 00:01:00 | ||
Why Smooth to Sharp? | 00:01:00 | ||
Minification | 00:03:00 | ||
Mipmapping | 00:03:00 | ||
Mipmap Size Increase | 00:01:00 | ||
Anisotropy | 00:01:00 | ||
Sampling and Filtering | 00:02:00 | ||
Transparency Mapping | 00:01:00 | ||
The Meaning of Alpha | 00:01:00 | ||
Premultiplied Alpha | 00:01:00 | ||
Valid Unmultiplying | 00:01:00 | ||
Particles and Billboards | 00:02:00 | ||
Making Particles | 00:01:00 | ||
Particle Grid | 00:01:00 | ||
Displacement and Normal Mapping | 00:03:00 | ||
Where Does Displacement Happen? | 00:01:00 | ||
Light Mapping | 00:02:00 | ||
Ambient Occlusion | 00:01:00 | ||
Time to Explore | 00:40:00 | ||
Skybox | 00:02:00 | ||
Reflection Mapping | 00:00:00 | ||
Reflection Equation | 00:01:00 | ||
Refraction Mapping | 00:02:00 | ||
Glossy Reflection | 00:02:00 | ||
Diffuse Environment Mapping | 00:02:00 | ||
Diffuse Mapping Example | 00:01:00 | ||
On the Fly Cube Maps | 00:01:00 | ||
Conclusion | 00:01:00 | ||
Problem Set 8 | |||
Pick a Letter | 00:01:00 | ||
Y Flipped Texture Coordinates | 00:01:00 | ||
Grassy Plain | 00:01:00 | ||
Drinking Bird Tail | 00:01:00 | ||
Specular Mapping | 00:01:00 | ||
Bump Map FIltering | 00:01:00 | ||
Reflection Mapping | 00:01:00 | ||
Shader Programming | |||
Overview | 00:01:00 | ||
Programmable Shaders | 00:01:00 | ||
Compute Chip Design Challenges | 00:01:00 | ||
Vertex and Fragment Shaders | 00:01:00 | ||
Fragment Shader Bottleneck | 00:01:00 | ||
Shader Architecture | 00:01:00 | ||
Shader Inputs | 00:02:00 | ||
Legal Inputs and Outputs | 00:01:00 | ||
GLSL ES | 00:01:00 | ||
Vertex Shader Example | 00:01:00 | ||
Fragment Shader Example | 00:02:00 | ||
Cartoon Shading | 00:01:00 | ||
Two Tone Shading | 00:01:00 | ||
Non-Photorealistic Rendering | 00:01:00 | ||
NPR per Material | 00:01:00 | ||
Vertex Shader Programming | 00:02:00 | ||
Procedural Textures | 00:01:00 | ||
3D Procedural Texturing | 00:01:00 | ||
Debugging Shaders | 00:01:00 | ||
Fresnel Reflectance | 00:02:00 | ||
Energy Balanced Materials | 00:02:00 | ||
Physically Based Materials | 00:01:00 | ||
BRDF | 00:02:00 | ||
Anisotropic Material | 00:01:00 | ||
BSDF and BSSRDF | 00:03:00 | ||
Monitor Response and Perception | 00:02:00 | ||
Gamma Correction | 00:02:00 | ||
Texturing and Postprocessing | 00:04:00 | ||
Gamma Banding | 00:01:00 | ||
Conclusion | 00:01:00 | ||
Interview: Biggest Surprise | 00:02:00 | ||
Problem Set 9 | |||
Vertex or Fragment Shader? | 00:01:00 | ||
Make a Moving Flashlight | 00:01:00 | ||
Model Deformation | 00:01:00 | ||
What Went Wrong? | 00:01:00 | ||
Vertex Normal Creation | 00:01:00 | ||
Sharp Specular | 00:01:00 | ||
Wrap Lighting | 00:01:00 | ||
Interaction and Animation | |||
Introduction | 00:02:00 | ||
Events | 00:01:00 | ||
Picking | 00:02:00 | ||
Dragging | 00:01:00 | ||
The Rendering Loop | 00:01:00 | ||
Incremental Animation | 00:02:00 | ||
Set the Pivot | 00:01:00 | ||
Step Size | 00:01:00 | ||
Timed Animation | 00:02:00 | ||
Motion Capture | 00:02:00 | ||
Keyframing | 00:02:00 | ||
Keyframing Example | 00:01:00 | ||
Texture Animation | 00:34:00 | ||
Flowing River | 00:01:00 | ||
Quaternion Interpolation | 00:03:00 | ||
Skinning | 00:02:00 | ||
Morphing | 00:02:00 | ||
Introduction to Previsualization | 00:02:00 | ||
Previsualization | 00:05:00 | ||
Particle Systems | 00:02:00 | ||
Collision Detection and Response | 00:01:00 | ||
Simulation | 00:01:00 | ||
Simulation Examples | 00:02:00 | ||
Guided Simulation | 00:01:00 | ||
Drinking Bird Simulation | 00:01:00 | ||
What Kind of System | 00:01:00 | ||
Level of Detail | 00:03:00 | ||
Edge Collapse | 00:01:00 | ||
Euler-Poincare Formula | 00:01:00 | ||
Terrain LOD System | 00:01:00 | ||
Interview: Biggest Challenge | 00:01:00 | ||
This is not the End | 00:02:00 | ||
Final Exam | |||
Mix and Match | 00:01:00 | ||
Dot and Cross Products | 00:01:00 | ||
Vertex and Fragment Shader | 00:01:00 | ||
Which is Different? | 00:01:00 | ||
Volume Lighting | 00:01:00 | ||
Pipeline | 00:01:00 | ||
Normal Computation | 00:01:00 | ||
Perspective vs Orthographic | 00:01:00 | ||
What’s Hardwired? | 00:01:00 | ||
Brightest Illumination | 00:01:00 | ||
Assessment | |||
Submit Your Assignment | 00:00:00 | ||
Certification | 00:00:00 |
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