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Global illumination

Voxel Cone Tracing


On the November 24th, Dragan Okanović talked about global illumination and real-time techniques that exist and that are used in game production.

Some of the covered techniques were: pathtracing, radiosity, irradiance volumes, [C]LPV, RTV, SVOGI, RRF. Presentation slides with additional notes (in English) can be found at slideshare or GDrive.

Procedural generation of the buildings

On the November 12th, Nemanja Lučić talked about procedural generation of the settlements using formal grammar and gave the demonstration using the sample app that he wrote as a part of his final graduate project.

Talk covered brief overview of the formal grammar and how it’s used for procedural generation. The rest of the talk was focused more on the exact implementation of the system and various challenges that were discovered during the work on the project and ways to solve them. Finally, demo app was presented (code to be uploaded soon). Presentation slides (in Serbian) can be found on GDrive. Project’s code can be found in this bitbucket repo.

HFPaC talk

On the March 17th, professor Djordje Djurdjevic talked about HFPaC (height-field parallel compression) algorithm.

Talk covered origin of the problem, previous methods to solve problem and presented a new method for compressing height-maps using a Bezier surface approximation for patches. Presentation slides (in Serbian) can be found: here

Unreal Engine



On the February 25th 2015, Jovan Radivojsa talked about the Unreal Engine.

Presentation covered history of the Unreal Engine development, basic concepts and hierarchy of the objects inside the engine as well as the UI of the editor. Tutorial of how to create a simple project with an engine was demonstrated through a series of short videos.

Files from the presentation (in Serbian) can be found here: [link]

YouTube videos that were shown during the presentation that cover introduction to the Unreal Engine scripting, UI and editor can be found here.

Pathtracing and Global Illumination



On the January 28th 2015, Dragan Okanovic talked about path tracing and global illumination.

Presentation briefly covered problems that computer graphics is trying to solve, such as what light actually is and how to model it, and rendering equation that is trying to solve (Kajiya). Whitted raytracer implementation, Monte Carlo approximation for GI were mentioned and also various ways to more efficiently get to the solution with MC methods – Metropolis Light Transport, Bidirectional pathtracing, Photon Mapping and various acceleration structures (BVH, K-d tree, Octree) were also discussed.

Files from the presentation (in Serbian, with notes) can be found here: [link]

Intro to Neural Networks and Genetic Algorithms

Neural Network example

On the 24th December , Aleksa Pavlovic presented an intro to neural networks theory and genetic algorithms. He talked about theory and usage of NNs and GAs in the industry, and he explained how he implemented AI in his course assignment that trained itself over time.

Files from the presentation (in serbian) and the full game with implemented GA-trained AI can be found here: link

Domino tiling presentation

Domino Tiling

On the December 17th, professor Djordje Djurdjevic held the first presentation within the LARGO laboratory. The topic was about one part of his PhD thesis – Domino Tiling.

Domino Tiling is a technique for rendering large terrains.

Files from the presentation (in serbian) and some video clips demonstrating the method can be found here: link