OpenGL is the most widely available library for creating interactive, computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming, and entertainment, and with each new version its capabilities reveal the most up-to-date features of modern graphics hardware.
COURSE SCHEDULE
2 pm
Greeting and Course Overview
Angel
2:15 pm
OpenGL Pipeline Introduction
Shreiner
2:35 pm
A Prototype Application
Angel
3:05 pm
The OpenGL Shading Language (GLSL)
Shreiner
3:30 pm
Break
3:45 pm
Transformations
Angel
4 pm
Lighting
Shreiner
4:20 pm
Fragment Shaders
Angel
4:35 pm
Texture Mapping
Shreiner
5:05 pm
Wrap Up and Questions and Answers
Angel and Shreiner
This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL.
While there have been numerous courses on OpenGL in the past, the recent revisions to the API have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline to introducing numerous techniques that can be implemented using OpenGL.
Level
Introductory
Prerequisites
Ability to read simple computer programs written in the C language and a basic knowledge of computer graphics concepts (for example, depth buffering, texture mapping). No previous experience writing graphics applications is required.
Intended Audience
Computer graphics application programmers who might be creating a computer game, a visualization program, or other interactive application that renders to an image or a computer monitor. This course may not be useful to application programmers who are writing applications with OpenGL that are entirely shader based and using features from the latest versions of OpenGL.
Instructor(s)
Edward Angel
University of New Mexico
Dave Shreiner
ARM, Inc.