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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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