Video Lectures

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Chapter 1 : Cartesian Coordinate System
Topic : Mathematics for Computer Graphics,
Content : Function Graphs, Polygonal Shapes, Theorem of Pythagoras in 2D, Theorem of Pythagoras in 3D 34 MB ,19:37 MIN , THEORY


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Chapter 1 : Cartesian Coordinate System
Topic : Euler's Rule
Content : Polyhedron, 5 types of Platonic solids, Generalization of Euler's rule in Planar graph 24 MB ,14:7 MIN , THEORY


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Chapter 1 : Cartesian Coordinate System
Topic : Cartesian Coordinate System
Content : Geometric Shapes, Cartesian X-Y plane, Coordinate System in 2D, Coordinate system in 3D, Right hand Rule, Left Hand Rule 31 MB ,17:39 MIN , THEORY


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Chapter 2 : Vectors
Topic : Vector Manipulation
Content : Scalar & Vector, Graphical representation of vector, Magnitude of vector, Use in Gaming, Vector Addition and Subtraction 34 MB ,19:26 MIN , THEORY


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Chapter 2 : Vectors
Topic : Vectors
Content : Position Vectors, Unit Vectors, Cartesian Vectors 26 MB ,16:1 MIN , THEORY


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Chapter 2 : Vectors
Topic : The Dot Product in Lighting Calculations
Content : Direct Illumination, Indirect Illumination, Lambert's Law, The Dot Product in Lighting Calculation with example 29 MB ,16:48 MIN , THEORY


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Chapter 2 : Vectors
Topic : The Dot Product in Back-Face Detection
Content : The Dot Product in Back-Face Detection for Polygon with example 14 MB ,8:48 MIN , THEORY


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Chapter 2 : Vectors
Topic : cross product
Content : cross product, Right Hand Rule, 3D Polygon 27 MB ,16:50 MIN , THEORY


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Chapter 2 : Vectors
Topic : Deriving Unit Normal Vector For Triangles
Content : Deriving Unit Normal Vector For Triangles, Area of Parallelogram, Calculating 2D areas 38 MB ,23:40 MIN , THEORY


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Chapter 3 : Transformations
Topic : Transformation types
Content : Basic of Transformation, types, Matrix representation,Matrix multiplication, Determinant of Matrix 41 MB ,24:10 MIN , THEORY


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Chapter 3 : Transformations
Topic : 2D Transformations
Content : 2d Translation, Matrix Notation with example 19 MB ,11:11 MIN , THEORY


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Chapter 3 : Transformations
Topic : 2d Scaling
Content : 2d Scaling,Matrix representation,Example 63 MB ,29:11 MIN , THEORY


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Chapter 3 : Transformations
Topic : 2D Rotation
Content : 2d Rotation,Matrix representation,Example 32 MB ,18:51 MIN , THEORY


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Chapter 3 : Transformations
Topic : 2D Reflection
Content : 2D Reflection, Matrix representation 37 MB ,22:50 MIN , THEORY


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Chapter 3 : Transformations
Topic : 2D Shearing
Content : 2d Shear, x shear, y shear, Matrix representation with example 30 MB ,18:43 MIN , THEORY


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Chapter 3 : Transformations
Topic : Homogeneous Coordinates
Content : Homogeneous Coordinates 15 MB ,8:40 MIN , THEORY


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Chapter 3 : Transformations
Topic : Change of Axes
Content : 2D change of Axes, Translation of axes, Rotation of Axes, Translation & Rotation of Axes 34 MB ,21:29 MIN , THEORY


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Chapter 3 : Transformations
Topic : Direction Cosines
Content : Positioning the virtual camera, Transforming Vector, Perspective Projection, Transforming the Camera, Perspective, Interpolation 77 MB ,47:36 MIN , THEORY


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Chapter 1 : Cartesian Coordinate System
Topic : Cartesian coordinate system
Content : Co-ordinate System in 2D & 3D, Right Hand Rule, Left Hand Rule 31 MB ,17:39 MIN , THEORY


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Chapter 3 : Transformation
Topic : 2d Shearing
Content : 2d Shearing : x-shear , y-shear & its Matrix Notation 30 MB ,18:43 MIN , THEORY


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Chapter 3 : Transformation
Topic : 2d Transformation
Content : Reflection & its Matrix Notation 37 MB ,22:50 MIN , THEORY


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Chapter 3 : Transformations
Topic : Homogeneous coordinates
Content : Homogeneous coordinates 15 MB ,8:40 MIN , THEORY


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Chapter 3 : Transformation
Topic : 2D Rotation
Content : 2D Rotation & Matrix Notation 32 MB ,18:51 MIN , THEORY


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Chapter 3 : Transformation
Topic : 2d Scaling
Content : 2d Scaling & Matrix Notation 63 MB ,29:11 MIN , THEORY


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Chapter 3 : Transformation
Topic : 2D Transformations
Content : 2d Translation & Matrix Notation 19 MB ,11:11 MIN , THEORY


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Chapter 1 : Multisampling Theory and MS in Direct3D,
Topic : Multisampling
Content : Supersampling vs Multisampling, Multisampling Theory and MS in Direct3D, 32 MB ,18:47 MIN , THEORY


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Chapter 2 : Directx11 Pipeline & Programming
Topic : Direct3D 11 Rendering Pipeline:
Content : Overview, Input Assembler Stage (IA), Vertex Shader Stage (VS), The Tessellation Stage (TS), Geometry Shader Stage (GS), Pixel Shader Stage (PS), Output merger Stage (OM) 87 MB ,51:1 MIN , THEORY


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Chapter 2 : Lightning
Topic : Lightning Model
Content : Types of Light-Ambient,Diffuse,Specular, directional lights,spot lights,light & matter interacation 100 MB ,55:10 MIN , THEORY


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Chapter 3 : Trigonometry
Topic : The Trigonometric Ratios
Content : The Trigonometric Ratios Inverse Trigonometric Ratios Trigonometric Relationships The Sine Rule The Cosine Rule Compound Angles Perimeter Relationships 85 MB ,52:30 MIN , THEORY


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Chapter 4 : Interpolation
Topic : Interpolation
Content : Interpolant, Types of Interpolation, Linear Interpolation, matrix representation of linear interpolation,Graphical representation of linear interpolation 35 MB ,21:34 MIN , THEORY


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Chapter 4 : Interpolation
Topic : Non-Linear Interpolation
Content : Non-Linear Interpolation, types of non-linear interpolation, Trigonometric Interpolation, Cubic Interpolation Derivation,matrix form of Cubic Interpolation, applications of interpolation 42 MB ,27:9 MIN , THEORY


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Chapter 4 : Interpolation
Topic : Interpolating Vectors
Content : Interpolating Vectors 22 MB ,13:45 MIN , THEORY


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Chapter 4 : Interpolation
Topic : Interpolating Quaternions
Content : Interpolating Quaternion with example 16 MB ,10:10 MIN , THEORY


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Chapter 5 : Curves
Topic : Circle, Bezier, B-Spline
Content : Bernstein Polynomial,Pascal's Triangle in comparison with binomial expansion, Quadratic Bezier curve & its matrix representation,Convex Hull Property,Cubic Bezier Curve & its Matrix representation, B-spline, Uniform B-splines, Rational B-slines,Continuity property 89 MB ,50:43 MIN , THEORY


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Chapter 6 : Analytic Geometry
Topic : Review of Geometry
Content : Angles, Intercept Theorems, Golden Section, Triangles, Centre of Gravity of a Triangle, Isosceles Triangle, Equilateral Triangle, Right Triangle, Theorem of Thales, Theorem of Pythagoras, Quadrilaterals, Trapezoid, Parallelogram, Rhombus, Regular Polygon(n-gon),Circle 47 MB ,27:22 MIN , THEORY


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Chapter 6 : Analytic Geometry
Topic : 2D Analytical Geometry
Content : Equation of a Straight Line, The Hessian Normal Form, Space Partitioning, The Hessian Normal Form from Two Points, Intersection Point of Two Straight Lines, Intersection Point of Two Line Segments, Point Inside a Triangle, Area of a Triangle, Hessian Normal Form, Intersection of a Circle with a Straight Line 53 MB ,33:11 MIN , THEORY


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Chapter 1 : Introduction To DirectX 11
Topic : COM, Textures and Resources Formats, The swap chain and Page flipping, Depth Buffering, Texture Resource Views, Multisampling Theory and MS in Direct3D, Feature Levels
Content : explanation 134 MB ,1:13:16 MIN , THEORY


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Chapter 1 : Introduction to Rendering Engines
Topic : Understanding the current market Rendering Engines
Content : Rendering Engines 29 MB ,18:10 MIN , THEORY


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Chapter 1 : Introduction to Rendering Engines
Topic : Understanding AR
Content : explanation 32 MB ,17:7 MIN , THEORY


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Chapter 1 : Introduction to Rendering Engines
Topic : VR and MR.Depth Mappers
Content : explanations 37 MB ,20:56 MIN , THEORY


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Chapter 1 : Introduction to Rendering Engines
Topic : Mobile Phones
Content : explanation 13 MB ,8:12 MIN , THEORY


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Chapter 1 : Introduction to Rendering Engines
Topic : Smart Glasses
Content : explanation 8 MB ,5:5 MIN , THEORY


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Chapter 1 : Introduction to Rendering Engines
Topic : HMDs
Content : explanation 4 MB ,2:39 MIN , THEORY


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Chapter 2 : Unity Engine: Multi-platform publishing, VR + AR
Topic : Introduction and working in Unity, 2D, Graphics, Physics
Content : installing unity, explanation about unity windows and use of it, types of physics, rigidbody, applying colliders, physics material 2d, assets and package manager, prefabs 103 MB ,48:20 MIN , THEORY + PRACTICAL


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Chapter 2 : Unity Engine: Multi-platform publishing, VR + AR
Topic : Scripting
Content : monobehaviour class, monobehaviour class methods and its use, difference between some similar methods, adding asset from asset store, applying force to object by keyboard inputs, use of colliders, understanding console errors, adding simple animation 85 MB ,39:23 MIN , THEORY + PRACTICAL


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Chapter 2 : Unity Engine: Multi-platform publishing, VR + AR
Topic : Animation
Content : adding sequential images sprite, use of animation window, use of animator window, use of keyframes, understanding animator transition, adding condition to transition, working with parameters, enabling and disabling animation loop 64 MB ,27:50 MIN , THEORY + PRACTICAL


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Chapter 2 : Unity Engine: Multi-platform publishing, VR + AR
Topic : Timeline
Content : adding tracks to animator, applying animation on multiple objects and separating them using clip track, managing multiple animation timings on timeline 12 MB ,6:26 MIN , THEORY + PRACTICAL


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Chapter 2 : Unity Engine: Multi-platform publishing, VR + AR
Topic : UI
Content : using UI elements, canvas , understanding navigation menu, linking buttons to object, enabling menu on click. accessing UI element by script 36 MB ,15:35 MIN , THEORY + PRACTICAL


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Chapter 2 : Unity Engine: Multi-platform publishing, VR + AR
Topic : Navigation and Pathfinding
Content : navigation mesh, walkable mesh, non walkable mesh, AI navigation window, material, baking walkable area, nav mesh agent, writing script for finding object, finding optimal path pathfinder. 74 MB ,39:32 MIN , THEORY + PRACTICAL


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