Metropolis Light Transport
The presentation gives an intuitive approach to look at the Metropolis Light Transport algorithm. Additionally, the lecture goes over some basic introductions to Monte Carlo methods, Metropolis Sampling, and their corresponding mappings to Path Tracing.
GPU Architecture and Cg
The following presents the general layout of the GPU architecture, with respect to the functionality available to the programmer. Advantages and limitations of the GPU are discussed, including implications for General Purpose GPU, or GPGPU, programming. Additionally, the syntax for the higher-level GPU shading language, Cg, is described.
OpenGL and Cg
A tutorial on integrating shaders into an OpenGL application, utilizing the Cg API. Additionally, the presentation provides an introduction to the accelerated data structures available on the GPU, such as Framebuffer Objects.
Rendering with Spherical Harmonics
An introduction to spherical harmonics based environment lighting for diffuse surfaces.
PDEs in Computer Graphics
The following offers a small overview on Partial Differential Equations (PDE) in Computer Graphics. We will be looking at where PDEs are appearing, outside of the traditional field of computational fluid dynamics and computer vision. Principally, we will look at what the basic Poisson PDE is composed of, and how to solve it.