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INTRODUCTION

OpenGL is the premier environment for developing portable, interactive 2D and 3D graphics applications. Since its introduction in 1992, OpenGL has become the industry's most widely used and supported 2D and 3D graphics application programming interface (API), bringing thousands of applications to a wide variety of computer platforms. OpenGL fosters innovation and speeds application development by incorporating a broad set of rendering, texture mapping, special effects, and other powerful visualization functions. Developers can leverage the power of OpenGL across all popular desktop and workstation platforms, ensuring wide application deployment.

Any visual computing application requiring maximum performance-from 3D animation to CAD to visual simulation-can exploit high-quality, high-performance OpenGL capabilities. These capabilities allow developers in diverse markets such as broadcasting, CAD/CAM/CAE, entertainment, medical imaging, and virtual reality to produce and display incredibly compelling 2D and 3D graphics.

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An embedded awareness & advanced training Group

COURSE CONTENTS

Day 1

  • Introduction to the API
  • Structure of the API, version, entry points, extensions, standards
  • Platform independent initialization (GLUT, SDL, GLFW)
  • Platform specific initialization on Windows + Rendering loop (Win32)
  • Render simple primitives
  • Handle input and window events in the context of each initialization/windowing method
  • Introduction to the OpenGL rendering pipeline (fixed function and programmable)
  • Projection and ModelView matrix stacks and transformations
  • Animation

Day 2

  • Depth buffering, hidden surface removal, rendering modes, culling modes
  • Introduction to 2D texturing, texture co‐ordinates and associated spaces
  • Methods of loading textures from files (SDL, DevIL, GLFW, etc.)
  • Texturing 3D objects
  • Texture transformations
  • Alpha blending
  • Vertex Lighting (fixed function)
  • Display lists
  • Introduction to rendering text
  • Rendering bitmap fonts
  • Anti‐aliasing
Day 3

  • Review of the OpenGL fixed function pipeline
  • Introduction to the programmable OpenGL pipeline
  • Batched geometry rendering using Vertex Arrays (VBO)
  • Advanced texture mapping using multi‐pass rendering, multi‐texturing, blending modes and texture transformations.
Day 4

  • Basics of programmable shading, structure of vertex and fragment shaders (GLSL)
  • Implementing fixed function functionality using vertex and fragment shaders
  • Introduction to off‐screen rendering
  • Framebuffer objects for off-screen rendering

Day 5

  • Various framebuffer formats, including floating point formats for on and offscreen rendering
  • Debugging and profiling OpenGL application using gDEBugger and custom tracing code.
  • Basics of using OpenGL on multi‐GPU configurations
DURATION

5 days

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