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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Visual Computing</title>
<style>
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* Copyright (c) Microsoft Corporation. All rights reserved.
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<body class="vscode-body vscode-light">
<h1 id="visual-computing">Visual Computing</h1>
<table>
<thead>
<tr>
<th>I\O</th>
<th>Image</th>
<th>Knowledge</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Image</strong></td>
<td>Image Processing</td>
<td>Computer Vision</td>
</tr>
<tr>
<td><strong>Knowledge</strong></td>
<td>Computer Graphics</td>
<td>Artificial Intelligence</td>
</tr>
</tbody>
</table>
<p><img height="400" src="file:////Users/peterhu/Documents/Coding/GitHub/Visual_Computing/Asset/Relationship_CV.png" alt="Relationship_CV"></p>
<p>In addition, there are also references (paper, ebook, repo, tool, etc) that's interesting and helpful, ranging from beginner to advanced.</p>
<h2 id="my-projects">My Projects</h2>
<!-- A collection of my *Visual Computing Projects*, details [here](./my_projects.html), including:
- Graphics, Vision
- Signal Processing / Image Processing
- Compression
- Game Engines and others. -->
<h3 id="cgcv">CG/CV</h3>
<p><a href="https://github.com/PeterHUistyping/MIT6.837-CG-Fall2004-Assignment">Computer-Graphics MIT6.837 Fall2004</a></p>
<ul>
<li><em>Computer Graphics, MIT6.837, C++ / OpenGL</em>
<ul>
<li>Self-similar Fractals</li>
<li>Ray Tracer, Graphics Pipeline</li>
<li>Voxel rendering, Super sampling</li>
<li>Acceleration Structure, Grid, k-d tree, BVH</li>
<li>and more ...</li>
</ul>
</li>
</ul>
<p><a href="./Asset/hair-survey.html">Hair modeling and rendering: my surveys</a></p>
<!-- ### Computer Vision -->
<p><a href="https://github.com/PeterHUistyping/Stanford_CS231n-Deep_Learning-for-Computer_Vision/">Computer Vision with Problems Sets, Stanford CS231n</a></p>
<ul>
<li>Image Classification (Supervised Learning, Discrete label)
<ul>
<li>kNN</li>
<li>Softmax</li>
<li>classifier SVM classifier</li>
<li>CNN</li>
<li>Cross Validation</li>
</ul>
</li>
<li>Image Captioning and Detection
<ul>
<li>RNN, Attention, Transformer</li>
<li>Positional Encoding</li>
</ul>
</li>
<li>Video, Generative model and Self-Supervised Learning</li>
</ul>
<h3 id="compression">Compression</h3>
<ul>
<li>Delta Coding, Huffman Coding</li>
<li>Run-length Encoding</li>
<li>Arithmetic Coding</li>
<li><a href="https://en.wikipedia.org/wiki/DEFLATE" title="DEFLATE">DEFLATE</a> = LZ77 + Huffman Coding</li>
</ul>
<p><a href="https://github.com/PeterHUistyping/UKTechArena-3D_Graphics_Compression_Algorithm-Metaverse">LZSS on 3D Data @UKTechArena</a></p>
<ul>
<li>6-level LZSS Compression with Serialisation, Delta Coding, Huffman Coding</li>
<li><a href="https://github.com/PeterHUistyping/LZSS_with_Concurrent_Demo">LZSS with Demo</a></li>
</ul>
<h2 id="reference">Reference</h2>
<!-- Details [here](./reference.html). -->
<p>📖<a href="https://www.pbr-book.org/">Physically Based Rendering (PBR) Ebook</a>
Matt Pharr, Wenzel Jakob, and Greg Humphrey</p>
<p><a href="https://www.cl.cam.ac.uk/teaching/2324/MVP/materials.html">Machine Visual Perception @ Cambridge part II</a></p>
<ul>
<li>NN; Motion, Generative Modelling; 3D Geometry Capture</li>
<li>Appearance Modelling, Acquisition, Relighting</li>
<li>Differentiable 3D Visual Computing</li>
</ul>
<p><a href="https://www.youtube.com/@firstprinciplesofcomputerv3258/videos">First Principles of Computer Vision</a></p>
<p><a href="https://github.com/PeterHUistyping/CMU15-458_Differential_Geometry">Discrete Differential Geometry CMU15-458</a></p>
<ul>
<li>Exterior Calculus</li>
<li>Smoothing Surface / Curve</li>
<li>Laplace operator</li>
<li>Parameterization</li>
</ul>
<p><a href="https://www.cl.cam.ac.uk/teaching/2324/DSP/">Digital Signal Processing @ Cambridge part II</a></p>
<ul>
<li>Convolution, Deconvolution</li>
<li>FT, DFT, FFT</li>
<li>Z-transform, Laplace transform</li>
<li>Digital Filters</li>
<li>PCA / K-L transform</li>
<li>JEPG (DCT, Quantization, Compression)</li>
</ul>
<p><a href="https://www.cl.cam.ac.uk/teaching/2324/AGIP/">Advanced Graphics and Image Processing @ Cambridge part II</a></p>
<ul>
<li>Convolution, Filter (edge-aware)</li>
<li>Ray Tracing, BRDF, GI</li>
<li>Light-field rendering</li>
<li>Color, Image Quality
<ul>
<li>Pixel-wise metric (MSE, PSNR)</li>
<li>Texture quality metric (SSIM, Learned Perceptual Image Patch S)</li>
</ul>
</li>
<li>NeRF; VR/AR</li>
</ul>
<p><a href="https://www.cl.cam.ac.uk/teaching/2324/ER/">Extended Reality @ Cambridge part II</a></p>
<h3 id="mathematics">Mathematics</h3>
<p>Youtube Online Course, by Dr.Steve Brunton</p>
<ul>
<li><a href="https://www.youtube.com/playlist?list=PLMrJAkhIeNNSVjnsviglFoY2nXildDCcv">SVD</a></li>
<li><a href="https://www.youtube.com/watch?v=aHCyHbRIz44&list=PLMrJAkhIeNNRHP5UA-gIimsXLQyHXxRty&index=22">Compression Sensing</a></li>
<li><a href="https://www.youtube.com/playlist?list=PLMrJAkhIeNNTYaOnVI3QpH7jgULnAmvPA">Differential Equations and Dynamical Systems</a></li>
<li><a href="https://www.youtube.com/playlist?list=PLMrJAkhIeNNT_Xh3Oy0Y4LTj0Oxo8GqsC">Fourier Analysis</a></li>
</ul>
<h3 id="game-engine">Game Engine</h3>
<p><a href="https://www.unrealengine.com/en-US">👨💻Unreal Engine</a>
Source code: <a href="https://docs.unrealengine.com/5.2/en-US/downloading-unreal-engine-source-code/">https://docs.unrealengine.com/5.2/en-US/downloading-unreal-engine-source-code/</a></p>
</body>
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