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
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
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
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
Chapter 2 : Vectors
Topic : Vectors
Content : Position Vectors, Unit Vectors, Cartesian Vectors
26 MB ,16:1 MIN , THEORY
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
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
Chapter 2 : Vectors
Topic : cross product
Content : cross product, Right Hand Rule, 3D Polygon
27 MB ,16:50 MIN , THEORY
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
Chapter 3 : Transformations
Topic : Transformation types
Content : Basic of Transformation, types, Matrix representation,Matrix multiplication, Determinant of Matrix
41 MB ,24:10 MIN , THEORY
Chapter 3 : Transformations
Topic : 2D Transformations
Content : 2d Translation, Matrix Notation with example
19 MB ,11:11 MIN , THEORY
Chapter 3 : Transformations
Topic : 2d Scaling
Content : 2d Scaling,Matrix representation,Example
63 MB ,29:11 MIN , THEORY
Chapter 3 : Transformations
Topic : 2D Rotation
Content : 2d Rotation,Matrix representation,Example
32 MB ,18:51 MIN , THEORY
Chapter 3 : Transformations
Topic : 2D Reflection
Content : 2D Reflection, Matrix representation
37 MB ,22:50 MIN , THEORY
Chapter 3 : Transformations
Topic : 2D Shearing
Content : 2d Shear, x shear, y shear, Matrix representation with example
30 MB ,18:43 MIN , THEORY
Chapter 3 : Transformations
Topic : Homogeneous Coordinates
Content : Homogeneous Coordinates
15 MB ,8:40 MIN , THEORY
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
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
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
Chapter 3 : Transformation
Topic : 2d Shearing
Content : 2d Shearing : x-shear , y-shear & its Matrix Notation
30 MB ,18:43 MIN , THEORY
Chapter 3 : Transformation
Topic : 2d Transformation
Content : Reflection & its Matrix Notation
37 MB ,22:50 MIN , THEORY
Chapter 3 : Transformations
Topic : Homogeneous coordinates
Content : Homogeneous coordinates
15 MB ,8:40 MIN , THEORY
Chapter 3 : Transformation
Topic : 2D Rotation
Content : 2D Rotation & Matrix Notation
32 MB ,18:51 MIN , THEORY
Chapter 3 : Transformation
Topic : 2d Scaling
Content : 2d Scaling & Matrix Notation
63 MB ,29:11 MIN , THEORY
Chapter 3 : Transformation
Topic : 2D Transformations
Content : 2d Translation & Matrix Notation
19 MB ,11:11 MIN , THEORY
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
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
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
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
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
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
Chapter 4 : Interpolation
Topic : Interpolating Vectors
Content : Interpolating Vectors
22 MB ,13:45 MIN , THEORY
Chapter 4 : Interpolation
Topic : Interpolating Quaternions
Content : Interpolating Quaternion with example
16 MB ,10:10 MIN , THEORY
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
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
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
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
Chapter 1 : Introduction to Rendering Engines
Topic : Understanding the current market Rendering Engines
Content : Rendering Engines
29 MB ,18:10 MIN , THEORY
Chapter 1 : Introduction to Rendering Engines
Topic : Understanding AR
Content : explanation
32 MB ,17:7 MIN , THEORY
Chapter 1 : Introduction to Rendering Engines
Topic : VR and MR.Depth Mappers
Content : explanations
37 MB ,20:56 MIN , THEORY
Chapter 1 : Introduction to Rendering Engines
Topic : Mobile Phones
Content : explanation
13 MB ,8:12 MIN , THEORY
Chapter 1 : Introduction to Rendering Engines
Topic : Smart Glasses
Content : explanation
8 MB ,5:5 MIN , THEORY
Chapter 1 : Introduction to Rendering Engines
Topic : HMDs
Content : explanation
4 MB ,2:39 MIN , THEORY
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
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
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
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
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
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