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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 |
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