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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      Date: January 11-14, 2010
      Location: San Francisco Bay Area
      Website: http://www.techsoupcorp.com/courses/opengl3.html

      Registration

      You can signup and register for the courses here.

      • DAY 1
        • Introduction to OpenGL3 & Viewing
          • What OpenGL 3 does and why to learn it.
          • How to view in 3D and setting up a virtual camera.
        • Modeling & Texturing
          • What you can create in OpenGL 3; how to generate geometry.
          • Art school color fundamentals, creating texture coordinates, and making normals for lighting.
      • DAY 2
        • The OpenGL Shading Language
          • What GLSL does and why to learn it.
          • Supplanting traditional OpenGL with GLSL.
          • How to write GLSL programs; vertex and pixel shaders.
          • Geometry shaders and more!
        • Animating
          • Disney-style animation fundamentals turned into code.
          • Offloading animation onto the graphics card.
      • DAY 3
        • Lighting
          • Hollywood lighting fundamentals.
          • Lighting models.
          • Shadows.
        • Rendering and Image Processing
          • Material fundamentals and using GLSL shading.
          • OpenGL's hardware buffers and how to use them.
          • Image processing in hardware.
      • DAY 4
        • Interaction Techniques
          • Using input devices.
          • Methods for manipulating objects.
          • How to do selection.
        • Tips and Tricks
          • Math on graphics hardware.
          • Special effects.
          • Questions from the audience, answered in code.

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