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OpenGL™ for Embedded Systems ES v1.1 and ESv2.0

Date: February 9-13 2009
Location: The Crossing Resort, Austin Texas
Website: http://www.intelligraphics.com/training/

Schedule

February 9th 2009: Day 1 - 8:30am - 6:00pm February 10th 2009: Day 2 - 8:30am - 6:00pm February 11th 2009: Day 3 - 8:30am - 6:00pm February 12th 2009: Day 4 - 8:30am - 6:00pm February 13th 2009: Day 5 - 9:00am - noon

Goal

  • Write programs with the OpenGL™ ES 1.1 application programming interface to draw 3D, lighted, texture mapped, anti-aliased, wire frame and solid geometry.
  • Write programs with the OpenGL™ ES 2.0 application programming interface.
  • Write vertex and fragment shader programs to draw many features contained in OpenGL™ ES 1.1 and beyond.

Pre-requisites

  • C programming skills are necessary and will be used in the course
  • Programmer should be familiar with Microsoft Visual Studio C++ or other ID

Fees

$4500USD - Class sizes are limited, so please register now.

Course description

OpenGL™ has become widespread throughout the graphics world and understanding the mechanisms, the limitations and key work-around are important when writing complex programs. This course will open with a quick introduction to OpenGL™ exploring the main differences between ES v1.1 and ES v2.0 and then migrating into Windows based ES V1.1 Emulator. Throughout the course the instructor will build upon the foundation by introducing various functionality, (such as fixed function pipeline, rendering primitives, vertex array, various transformations, etc.) to create animation, wire frame and solid geometry. The student will learn how to apply special effects (lighting, textures and other effects) to increase realism. The course will introduce advance topics to challenge the students overall comprehension of the material

Topics covered

  • Windows OpenGL™ ES emulators
  • Fixed & Floating Point interfaces
  • Fixed vs. Programmable Pipeline
  • Rendering Primitives
  • Vertex Arrays
  • Transformations
  • Lighting
  • Material Properties
  • Rasterization
  • Frame Buffer Operations
  • Texturing
  • Vertex Buffer Objects
  • Texture Objects
  • Vertex Shaders Programming
  • Fragment Shaders Programming
  • Advanced topics, and more!
  • Initializing a device with EGL
  • ES 1.1 vs. 2.0 differences
  • Multiple contexts
  • Compressed Textures

Instructor Bio

John Lawless has been developing drivers utilizing OpenGL™since 1992. He has directly worked for IBM, Seaweed Systems and Intelligraphics. His primary focus was OpenGL™ and embedded systems development.

He also has over six years of development experience (Polycom) with video compression and image processing on embedded video conferencing products.

John has worked on numerous projects using OpenGL™ on embedded systems for major companies. He has worked one-on-one with these companies ensuring customer satisfaction.

John has been involved with OpenGL™ since its inception and holds patents for OpenGL™ and graphics driver development. He is ready to share his experience and insights to help you achieve your professional needs.

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