The Khronos Group - Media Authoring and Acceleration

The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics and dynamic media on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests.

EventGraphic

DATE: May 27-28 2010
LOCATION: DMP Inc. Seminar Room (2 minutes walk from JR Mitaka station) [ MAP ]
EVENT URL: http://www.dmprof.com/jp/developer_training.html

Overview

This course demonstrates the more sophisticated techniques possible using the OpenGL ES 1.1. By explaining the techniques required to generate images of greater realism, the course provides deeper insights into OpenGL ES functionality. Also, this course refer to performance aspects of OpenGL ES application and basic concept of OpenGL ES 2.x.

Schedule

May 27th 2010 : Day 1 - 10:00 - 17:00 (open at 9:30)
May 28th 2010 : Day 2 - 10:00 - 17:00 (open at 9:30)

Goal

After this course is completed, it is assumed that following items can be achieved.
  1. To be able to implement some visual effects using OpenGL ES 1.1 standard.
  2. To be able to give concideration to perfomance aspects of OpenGL ES 1.1 application.
  3. To understand besic concept of OpenGL ES 2.0

Prerequisites

Programming knowledge (especially C), a good grasp of computer graphics concepts and familiarity with basic topics of the OpenGL ES 1.1. This course is held in Japanese.

This course is held in Japanese.

Capacity

12 people (Seating in Courses is on a first-come, first-served basis.)

Tuition Fee

49,560 Yen (taxes included, for 1 person, 1 day)
Khronos Member: 45,000 Yen

Curriculum

  • Introduction
  • Lighting(II)
  • Buffer Object
  • Point Sprite Extension
  • Matrix Palette Extension
  • Texture Mapping(II)
  • Compressed Texture
  • Draw Texture
  • Dynamic Cube Mapping
  • Planer Reflection
  • Dot3 Bump Mapping
  • Stencil Shadow
  • Hint for Performance Evaluation
  • Other Tips
  • Overview of OpenGL ES 2.0
  • Conclusions

* Please note the topics of this course are subject to change without prior notice.