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OpenGl Technology

         

     

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.

Advance topics like OPENGL ES and Stereographic will be covered on the last day however these are just introductory topics full functionality/labs depend on availability of hardware/drivers else will be done as lecture alone topics.

 

DURATION

5 days

 

COURSE CONTENTS

Download PDF format

DAY 1
Getting Started

  • Setting up the Development environment

 

Introduction to 3-D Graphics

  • Basic Terminology
  • 3-D Graphics Pipeine

 

OpenGL API

  • What is OpenGL
  • Brief History and Evolution of API
  • OpenGL Standard libraries and headers
  • Naming conventions
  • OpenGL Rendering Pipeline
  • OpenGL State machine
  • Hardware acceleration vs software
  • OpenGL vs DirectX
  • Structure of OpenGL Program
  • Simple OpenGL Program

 

Introduction to GLUT

  • GLUT Standard headers and libraries
  • Window management
  • Mouse handling
  • Keyboard handling

 

Basic Animation

  • Double buffering
  • Timers

 

Drawing Basics

  • 2-D Coordinate System
  • 3-D Coordinate System
  • Drawing States
  • Normalized Coordinates

 

Drawing Primitives

  • Points
  • Lines
  • Triangles
  • Polygons
  • Display Lists

 

DAY 2
Alternative ways of passing geometry to OpenGL

  • Vertex Arrays
  • Buffer Objects
  • Vertex Buffer Objects

 

Viewing

  • Viewing and Modelling Transformations
  • Projection Transformation
  • Viewport Transformation
  • Clipping planes
  • Hidden Surface Removal
  • Culling

 

Colors, Material &Lighting

  • RGBA vs Color Index
  • Color Shade model
  • Defining Material properties
  • Lighting Basics
  • Light Models in OpenGL
  • Creating light sources

 

Images

  • Imaging Pipeline
  • Bitmaps
  • Pixmaps

 

Alpha Blending& Fog

  • Blending Basics
  • Blending Equation
  • Fog

 

DAY 3
Texture Mapping

  • Texture basics
  • Loading Textures
  • Texture Filtering
  • Texture Objects
  • Mapping Texture to geometry

 

Advanced Texture Mapping

  • Multitexturing
  • Depth Textures
  • Cube Mapping
  • Point Sprites

 

Interactive Graphics

  • Rendering Modes
  • Selecting and Picking Objects on screen
  • Feedback rendering mode

 

Fonts

Anti-Aliasing

  • Basics
  • Anti-aliasing points and lines
  • Anti-aliasing polygons
  • Multi sampling

 

DAY 4
Programmable Pipeline and GL Shading Language (GLSL)

  • Introduction to Programmable OpenGL Pipeline
  • Comparing Fixed function and programmable pipeline
  • OpenGL Shader programming model
  • Introduction to GLSL
  • Simple Shader example

 

Vertex Shader

  • Vertex Shader basics
  • Customized Vertex Transformation
  • Lighting

 

Fragment Shader

  • Fragment shader basics
  • Manipulate Color
  • Image processing

 

DAY 5
Framebuffer

  • Components of Framebuffer
  • Stencil Buffer
  • Accumulation Buffer

 

Pixel Buffer Objects

  • Why PBOs
  • Using Pixel Buffer Objects

 

Frame Buffer Objects

  • Introduction to Offscreen Rendering
  • Using Frame Buffer Objects
  • Rendering on Textures

 

Debugging OpenGL

OpenGL ES Shading language

Vertex Attributes, Vertex Array and Buffer objects

Drawing Primitives

Vertex Shaders

Fragment Shaders

Texturing

Frame buffer

Advanced programming using OpenGL ES 2.0

OpenGL ES 2.0 on Android

OpenGL ES 2.0 on iPhone

 

 



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