A tanfolyamról
OpenGL stands for Open Graphics Library. It is one of the most popular 3D graphics APIs. OpenGL is a multi-platform and cross-language API with a primary objective of rendering 2D and 3D computer graphics. Learn one of the oldest API being used in 2D and 3D graphic applications, covering a set of rendering, special effects, and other visualisation functions. This OpenGL online course is designed specifically for writing graphics applications, and test cases with OpenGL ES. The OpenGL training will be beneficial for both driver and application developers. The course is focused on OpenGL v1.1 and ES v2.0 for embedded systems development, along with an in-depth understanding of the OpenGL ES API and graphics pipeline.
Who Should Attend This Course
- Developers
- Android Developers
- IOS Developers
- Professionals wanting to enrich graphics
What You Will Learn
-
OpenGL Basics
Understand the basics of OpenGL and how your applications stand to benefit from it -
OpenGL ES
Learn about using OpenGL for Embedded Systems and how much it differs from OpenGL -
Animation
Explore the use of animation and drawing basics from points to objects for your applications -
Colors and Textures
Learn to specify colors and find out how to use texture mapping to add to your images -
Alpha Blending
Use the alpha blending feature of OpenGL to combine images with attractive backgrounds -
Optimizing Performance
Learn how to do performance optimization to make OpenGL work better for your applications
On completion of the OpenGL Training, you will be able to develop an understanding of the following topics:
- OpenGL basics
- OpenGL ES flavor and how it differs from OpenGL
- Animation and drawing basics from points to objects
- How to specify colors
- How to use texture mapping to add to your images
- Use the Alpha blending feature of OpenGL
- Pixel and Frame buffer objects
- How to do performance optimization to make OpenGL better
We provide the course in English.
Tematika
Curriculum
1. Introduction
- What is OpenGL?
- Standard libraries and headers
- Terminologies in OpenGL
- Rendering Pipelines
- Programmable vs Fixed pipelines
- 3D Graphics Pipeline
2. OpenGL ES
- Introduction to OpenGL ES
- Difference between OpenGL and OpenGL ES
- Versions of OpenGL ES
- OpenGL ES program structure
3. Animation and Drawing Basics
- Timers and Double Buffering
- 2D and 3D and Normalized Coordinate System
- Drawing and Managing States
- Drawing Primitives - Points, Lines, Triangles, Vertex arrays and Buffer Objects
4. EGL
- Introduction and Initialization
- EGL Rendering context
- How to use EGL in OpenGL
5. Colors and Viewing
- RGBA vs Color Index
- Color Shade model
- Projection, Viewport, Viewing and Modeling Transformations
- Clipping planes and Culling
- How to remove Hidden Surface
6. Texture Mapping and Vertex Shader
- Shader Basics and Simple Shader example
- Basics of Texture and Vertex Shader
- Loading Textures
- Objects and Filtering Textures
- Customized Vertex Transformation
7. Alpha Blending and Images
- Blending Basics and Equation
- Imaging Pipeline
- Pixmaps and Bitmaps
8. GLSL and Programmable Pipeline
- Introduction to GLSL and Programmable Pipeline
- Difference between Programmable Pipeline and Fixed Function
- OpenGL Shader programming model
9. Framebuffer
- Framebuffer Components
- Accumulation and Stencil Buffer
10. Pixel and Frame Buffer Objects
- Introduction to PBOs and FBOs
- Offscreen Rendering
- Using Pixel and Frame Buffer Objects
11. Optimization
- Performance Optimization
- Introduction to Bottlenecks and How to avoid it
Kinek ajánljuk
Előfeltételek
Prerequisites
Participants in this course should have a basic knowledge of programming languages like C, Java, Lisp, and JavaScript.