59: An Interactive Introduction to OpenGL Programming



Wednesday, Full Day
10:30 am – 5:15 pm
CAL/Room 214CD

The knowledge and tools that beginning OpenGL programmers need to author interactive, 3D, computer-graphics applications are presented. The course covers basic topics such as modeling, lighting, depth buffering, and texture mapping, as well as, advanced topics such as using the stencil and accumulation buffers.

Prerequisites
Ability to read simple computer programs written in C. Knowledge of linear algebra is helpful but not required.

Topics
Geometric rendering primitives and how they can be assembled into 3D objects; matrix operations for virtual camera manipulation (viewing and projection transformations) and modeling transformations; animation and double buffering; depth buffering; simulated lighting effects for geometric objects; texture mapping of geometric objects and utilizing texture mapping for simple image manipulation; alpha-blending and anti-aliasing; using the accumulation and stencil buffers for advanced rendering techniques; image blending and simple image-processing techniques.

Organizer
Dave Shreiner
SGI


Lecturers
Ed Angel
University of New Mexico

Dave Shreiner
Vicki Shreiner
SGI


Schedule


Module 1 - OpenGL Fundamentals
10:30 Introduction
10:35 OpenGL and GLUT Fundamentals
11:00 OpenGL Rendering and State
11:15 Transformations
12:15 Lunch
Module 2 - Lighting and Texture Mapping (Part 1)
1:30 Double Buffering and Hidden Surface Removal
1:40 Lighting
2:25 Imaging and Raster Operations
2:30 Texture Mapping (Part 1)
3:15 Break
Module 3 - Texture Mapping (Part 2) and Advanced OpenGL Topics
3:30 Texture Mapping (Part 2)
4:30 Advanced OpenGL Topics
5:10 Conclusion and Questions and Answers




Additional information from SIGGRAPH 2002 Courses is available in the Course Notes
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