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Date: April 26 - 30 2010
Location: Reading, UK
This course discusses both the classic fixed-function pipeline and the more modern programmable shader pipeline in OpenGL.
Students learn by developing OpenGL 3.0 applications (based on open-source frameworks: freeglut and GLEW - The OpenGL extension Wrangler) through a series of lab exercises on Linux-based systems.
- Creating Windows
- Rendering Primitives
- Basic Transformations
- 3D Viewing and Modeling
- Depth Buffering and Hidden Surface Removal
- Input and Window Events
- Alpha Blending
- Display Lists
- Basic Texture Mapping
- Vertex Arrays
- Vertex Buffer Objects
- Programmable Shaders (GLSL)
- Vertex Shaders
- Fragment Shaders
Upon completion of this course, the student should be able to:
- Write programs with the OpenGL graphics interface to draw 3D, lighted, texture mapped, antialiased, wire frame and solid geometry.
- Write programs where objects or viewpoints are animated under interactive control from the mouse and keyboard.
- Write a vertex shader and fragment shader application using GLSL.
This course is intended for:
- Programmers who will be writing graphics applications with OpenGL
- Students who are familiar enough with UNIX/Linux that they can manipulate directories and edit files
- Students who understand matrices and the mathematical operations which can be performed on them. Please note:
- C programming skills are necessary and will be used in class
- The student is over qualified if he/she can write programs with OpenGL that display 3D, depth-buffered, lighted, textured objects in motion.