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3D Graphics using OPENGL ES workshop

Course Description:

OpenGL ES is the standard for 3D graphics on embedded and mobile devices. It is a time tested SDK that runs on all major platforms. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. This class focuses on both fixed pipeline (OpenGL ES 1.1) and programmable pipeline (OpenGL ES 2.0).


We explain these from the ground up so students with no experience programming 3D graphics can understand all the concepts and how they fit together, from getting geometry on the screen to making it look awesome with effects like texture mapping and image filters.

What You'll Learn:

Upon completion of this course the student will be able to:

• Basics of OpenGL ES
• Specify 3D geometry.
• Understand how to use transformation matrices to position objects in a 3D scene
• Create Perpective and orthogonal views
• Understanding depth and Z-buffer
• Control lighting in a 3D scene
• Texture 3D Objects with images
• Explain the difference is between the fixed function and programmable pipelines.
• Write Vertex and Fragment shaders for full control over 3D rendering
• Work with FrameBuffer
• Offscreen Rendering

REQUIREMENTS

Programming experience in C/C++ and a basic understanding of geometry,trigonometry and vector mathematics.

Course Contents

Introduction to 3-D Graphics Introduction to OpenGL ES API EGL Setup
Basic Terminology What is OpenGL ES Set up OpenGL ES Project
3-D Graphics Pipeline Difference between OpenGL and OpenGL ES EGL Library for Linux
OpenGL ES Standard libraries and headers Configuring OpenGL ES Context
Naming Conventions Setting up Viewport
Rendering Pipeline Setting up Projections
State machine -Perspective
-Orthographic
Shader Basics
-Fragment & Vertex Shader
-Loading and Compliling Shaders
Drawing Basics Viewing Colors, Material & Lighting
2-D Coordinate System Viewing and Modelling Transformations Color Shade model
3-D Coordinate System Projection Transformation Defining Material Properties
Drawing States Clipping planes Lighting Basics
Passing geometry to OpenGL Hidden Surface Removal Light Models in OpenGL
-Buffer Objects Culling Creating light sources
-Vertex Buffer Objects(VBO)
Drawing Primitives
Matrix Management
Camera
Animation
Alpha Blending Texture Mapping GL Shading Language(GLSL)
Blending Basics Texture Basics Introduction to Programmable OpenGL Pipeline
Blending Equation Loading Textures Comparing Fixed function and programmable pipeline
Texture Filtering OpenGL Shader programming model
Texture Objects Introduction to GLSL
Mapping Texture to geometry Simple Shader Example
Vertex Shader Fragment Shader Framebuffer
Vertex Shader basics Fragment shader basics components of Framebuffer
Customized Vertex Transformation Manipulate Color Stencil Buffer
Lighting Image processing
Frame Buffer Objects
Introduction
Using Frame Buffer Objects
Rendering on Textures

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