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OpenGL Technology Hands On Workshop


OpenGL is the premier environment for developing portable, interactive 2D and 3D graphics applications.Since its introduction in 1992, OpenGL has become the industry's most widely used and supported 2D and 3D graphics application programming interface (API), bringing thousands of applications to a wide variety of computer platforms. OpenGL fosters innovation and speeds application development by incorporating a broad set of rendering, texture mapping, special effects, and other powerful visualization functions. Developers can leverage the power of OpenGL across all popular desktop and workstation platforms, ensuring wide application deployment.

Any visual computing application requiring maximum performance-from 3D animation to CAD to visual simulation-can exploit high-quality, high-performance OpenGL capabilities. These capabilities allow developers in diverse markets such as broadcasting, CAD/CAM/CAE, entertainment, medical imaging, and virtual reality to produce and display incredibly compelling 2D and 3D graphics.

Advance topics like OPENGL ES and Stereographic will be covered on the last day however these are just introductory topics full functionality/labs depend on availability of hardware/drivers else will be done as lecture alone topics.

Days :

5 days

Course Contents

Day-1 Day-2 Day-3
Getting Started Alternative ways of passing geometry to OpenGL Texture Mapping
Setting up the Development environment Vertex Arrays Texture basics
Buffer Objects Loading Textures
Introduction to 3-D Graphics Vertex Buffer Objects Texture Filtering
Basic Terminology Texture Objects
3-D Graphics Pipeine Viewing Mapping Texture to geometry
Viewing and Modelling Transformations
Projection Transformation Advanced Texture Mapping
OpenGL API Viewport Transformation Multitexturing
What is OpenGL Clipping planes Depth Textures
Brief History and Evolution of API Hidden Surface Removal Cube Mapping
OpenGL Standard libraries and headers Culling Point Sprites
Naming conventions
OpenGL Rendering Pipeline Colors, Material &Lighting Interactive Graphics
OpenGL State machine RGBA vs Color Index Rendering Modes
Hardware acceleration vs software Color Shade model Selecting and Picking Objects on screen
OpenGL vs DirectX Defining Material properties Feedback rendering mode
Structure of OpenGL Program Lighting Basics
Simple OpenGL Program Light Models in OpenGL Fonts
Creating light sources Anti-Aliasing
Introduction to GLUT Basics
GLUT Standard headers and libraries Images Anti-aliasing points and lines
Window management Imaging Pipeline Anti-aliasing polygons
Mouse handling Bitmaps Multi sampling
Keyboard handling Pixmaps
Basic Animation Alpha Blending& Fog
Double buffering Blending Basics
Timers Blending Equation
Drawing Basics
2-D Coordinate System
3-D Coordinate System
Drawing States
Normalized Coordinates
Drawing Primitives
Display Lists
Day-4 Day-5
Programmable Pipeline and GL Shading Language (GLSL) Framebuffer
Introduction to Programmable OpenGL Pipeline Components of Framebuffer
Comparing Fixed function and programmable pipeline Stencil Buffer
OpenGL Shader programming model Accumulation Buffer
Introduction to GLSL
Simple Shader example Pixel Buffer Objects
Why PBOs
Vertex Shader Using Pixel Buffer Objects
Vertex Shader basics
Customized Vertex Transformation Frame Buffer Objects
Lighting Introduction to Offscreen Rendering
Using Frame Buffer Objects
Fragment Shader Rendering on Textures
Fragment shader basics
Manipulate Color Debugging OpenGL
Image processing OpenGL ES Shading language
Vertex Attributes, Vertex Array and Buffer objects
Drawing Primitives
Vertex Shaders
Fragment Shaders
Frame buffer
Advanced programming using OpenGL ES 2.0
OpenGL ES 2.0 on Android
OpenGL ES 2.0 on iPhone

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