OpenGL ES is a cross-platform API for full-function 2D and 3D graphics on embedded systems - including 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).
May 21st 2009: Day 1 10:00-17:00 (open at 9:30)
May 22nd 2009: Day 2 10:00-17:00 (open at 9:30)
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.
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.
12 people (Seating in Courses is on a first-come, first-served basis.)
49,560 Yen (taxes included, for 1 person, 2 days)
Khronos Member: 45,000 Yen
OpenGL ES Overview
Field of View
Frame Buffer Operation
Point Sprite Extension
Matrix Palette Extension
* Please note the topics of this course are subject to change without prior notice.