The short topical seminar is worth 40% of the assignment mark. Ideally this assignment should be done in a group of 2 or 3 students.
However, it may be done individually if you have difficulties forming a group or would rather work alone.
The seminars will be throughout the entire semester starting in week 3. Topics and groups will be allocated in Week 1.
Although content presented in these seminars is not directly examinable, they are aimed to re-enforce and deepen the understanding of examinable content which includes content presented in: lectures, guest lectures, the text book, and lab assignments.
Each group is given 5 mins of presentation time per student(plus some time for questions). So a group of 3 would have 15 mins. Students are
expected to create pdf data projector slides which must be posted to the wattle site prior to the seminar.
Someone from your group should check that the projector slides are viewable within the lecture theater prior to the seminar. Also turn up at the very beginning of the lecture slot to get the slides ready to go.
The topics will follow the lecture series so you may assume that some the basic ideas and approach will have already been covered. As you only have a very short amount of time your seminar should be very focused. Normally you would be expected to include the following in your seminar:
All of the topical seminars will be in the first hour of the Monday 2:00pm-4:00pm lecture slot starting week 3. They will be in the normal lecture room(DEMS T(Building 47)).
| Topic | Week | Group |
| History of the CIE standard relating to the primaries and color matching | 3 | David Noack |
| gamma correction | 3 | Scott OBrien |
| Scientific Visualization | 3 | Nguyen |
| The very first graphics devices | 3 | Michael Carden |
| Electronic Paper | 3 | Jung-Nan Cheng, Darshan Pradhan |
| Vector Displays | 4 | Asad Sultan |
| Wii controller | 4 | Chen Yan Tu, Pranau Chandra, Anita Donkers, David Leung |
| Midpoint Circle Drawing | 4 | Sam Findlay |
| Applications of CIE Colorimetry : Estimating the True Colors of Mars | 4 | Travis Stenberg, Temi Varghese, Swe Zin Lynn |
| The history of gaming graphics | 5 | Carlos Teixeira, Steven Perkov |
| The technology of Scanners | 5 | Samuel Power |
| Using 'Processing' for computer graphics | 5 | Taihao, Wen, Thamizh Amizhthan |
| Pixar - a history and overview | 6 | Ian, Danny, Huw |
| The blitter and the Commodore Amiga | 6 | Don Du, Melvin Yong |
| Quaternions - What are they? Why are they in the textbook? | 6 | Jonathan Shaw, Grant Lancaster, Richard Pywell |
| The computer game industry | 7 | Paul Phillis |
| Rendering Farms | 7 | Chris Lesbirel |
| Shadows in OpenGL | 7 | Jimmy Thomson, Chris Pelling |
| Video Conferencing Technology | 7 | Yuen Hiu Kim, Jiayi Li |
| The development of LCD | 7 | Zhiguo Miao |
| Inside a GPU | 8 | Artyom Dziouba, Matt Ellis, Matt Rankin |
| Direct3D vs OpenGL | 8 | Lv Xiang, Yiling(William) Han |
| OpenCL | 8 | Sotirios Diamond, Samuel Rathmanner, Christopher Fraser |
| Drawing Text in OpenGL - Bitmap fonts | 9 | Luke |
| Drawing Text in OpenGL - using stroke characters | 9 | Yuanpeng Li |
| Game Engines | 9 | Roohan Kazi , Florian Nebout, Shyambuj Srivastava |
| Using Java 3D | 9 | Nicola Harris, Michael Karas, Eddy Chehadeh |
| Shading and Deferred Shading | 10 | James Richards, Michael Chapman, Jonathon Hunklinger |
| Rendering in the original Doom | 10 | David Sullivan |
| What happened to VRML? | 10 | Le Qi, Minh Duc Nguyen, Duy Huynh |
| Bayer Filter | 10 | Ron Waldon, Steve Thompson |
| Texture Mapping in modern GPU's | 11 | Edwin Whippy, Diana McDonald, Tegan Holcombe |
| Huffman Encoding | 11 | Zihang Wu, Nanqian Wu |
| Physics simulations | 11 | Nimalan Nandapalan |
| Using YafRay | 11 | David Barr Joel Plane |
| Digital Media Art with Computer Vision and Graphics | 11 | Charles Martin |
| Raytracing into sparse voxel octrees | 12 | Nicholas Bourke, Jeffrey Thompson |
| Procedural Generation of Content | 12 | Paul Krix, Simon White |
| Obsolete Graphics Modes (Micro-bee, hold-and-modify, ??) | 12 | Sanders King |
| Subsurface scattering (a technique used to render translucent stuff eg. skin, milk, wax) | 12 | John Haynes |
| Computer Vision - similarities and differences with computer graphics | 12 | Gareth Oliver |
This is worth 60% of the assignment mark.