The Khronos Group - Connecting Software to Silicon

The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics, dynamic media, computer vision and sensor processing 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.

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      EventGraphic

      Date: May 22 2009
      Location: DMP New Seminar Room (2 minutes walk from JR Mitaka station) [ MAP ]
      Website: http://www.dmprof.com/d/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

      March 19th 2009: Course (1day) 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

      Day 1
      1. Introduction
      2. Texture Mapping(II)
      3. Compressed Texture
      4. Draw Texture
      5. Dynamic Cube Mapping
      6. Planer Reflection
      7. Dot3 Bump Mapping and Specular Mapping
      8. Stencil Shadow
      9. Hint for Performance Evaluation
      10. Overview of OpenGL ES 2.0
      11. Conclusions

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

      Sponsors

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