OpenGL ES is a cross-platform API for full-function 2D and 3D graphics on embedded systems -
incluting amusement machines, car infotainment systems, mobile phones, game consoles, and
digital appliances.
This course provides the knowledge that a novice OpenGL ES programmer needs to author
interactive, 3D graphics applications using OpenGL ES. It covers fundamental topics such as
overview of architecture, modeling, and lighting, and introduces advanced topics using extensions
such as matrix palette skinning animation (For more details, see follwing curriculum).
Goal
After this course is completed, it is assumed that following items can be achieved.
To understand architecture of OpenGL ES and overview of some implementations.
To be able to read programs using OpenGL ES 1.1.
To be able to write 3D graphics applications for embedded systems with OpenGL ES 1.1.
Prerequisites
Attendees should be able to read simple programs written in the C language. No previous
experience with writing graphics programs is required. The course includes some basic concepts
from linear algebra (vector notation and matrix multiplication), but previous knowledge of these
subjects is not required.
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, 2 days)
Khronos Member: 45,000 Yen
Curriculum
Day 1
Day 2
Introduction
OpenGL ES Overview
EGL Interface
Drawing Primitives
Setting Viewport
Transformation
Depth Buffer
Drawing Scene
Animation
Field of View
Lighting(I)
Lighting(II)
Conclusions
Blending
Pixel Operation
Texture Mapping(I)
Fog
Frame Buffer Operation
Buffer Object
Point Sprite Extension
Matrix Palette Extension
Other Tips
Conclusions
* Please note the topics of this course are subject to change without prior notice.