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Course Description

Short Course | 18 hours | 1.8 CEUs

OpenGL is a powerful software interface used to produce high-quality, computer- generated images and interactive applications using 2D and 3D objects and color bitmaps and images. This course is a continuation of Introduction to OpenGL. 

Course Outline

  • OpenGL Setup
    • Setup and History
    • Absolute Linking and Relative Linking
    • GLFW
    • GLEW
    • GLM
  • OpenGL Shading Language
    • OpenGL Shading Language 
    • Interface Blocks 
    • Compiling Shaders 
    • Shader Subroutines 
    • Separate Shader Objects 
  • Drawing with OpenGL
    • OpenGL Graphics Primitives 
    • Data in OpenGL Bufffers 
    • Vertex Specifications 
    • OpenGL Drawing Commands 
  • Color, Pixels and Fragments o Color Theory 
    • Buffers 
    • Color and OpenGL 
    • Testing and Operating on Fragments 
    • Multisampling 
    • Pre-Primitive Antialiasing 
    • Reading and Copying Pixel Data 
    Textures and Frame Buffers
    • Basic Texture Types
    • Creating and Initializing Textures 
    • Specifying Texture Data 
    • Texture Format 
    • Compressed Textures 
    • Using Textures 
    • Complex Texture Types 
    • Texture Views 
  • Tessellation Shaders
    • Tessellation Shaders and Patches 
    • Tessellation Control Shaders 
    • Tessellation Evaluation Shaders 
  • Geometry Shaders
    • Creating a Geometry Shader 
    • Geometry Shader Inputs and Outputs 
    • Producing Primitives 
    • Geometry Shader Instancing 
    • Multiple Viewports and Layered Rendering 
  • Viewing Transformations, Culling, Clipping and Feedback
    • Viewing 
    • User Transformations 
    • OpenGL Transformations 
    • Transform Feedback 
  • Filtering
    • Linear Filtering 
    • Using and Generating Mipmaps 
    • Calculating the Mipmap Level 
    • Mipmap Level-of-Detail Control 
    • Texture Lookup Functions 
    • Bindless Textures 
    • Sparse Textures 
    • Point Sprites 
    • Framebuffer Objects 
    • Rendering to Texture Maps 
  • Light and Shadow
    • Classic Lighting Model 
    • Shadow Mapping 
  • Procedural Texturing
    • Procedural Sharing Summary 
    • Bump Mapping 
    • Antialiasing Procedural Textures 
    • Noise
  • Memory
    • Using Textures for Generic Data Storage
    • Shader Storage Buffer Objects 
    • Atomic Operations and Synchronization 
  • Compute Shaders
    • Overview 
    • Workgroups and Dispatch 
    • Communication and Synchronization 
  • Support Libraries

Learner Outcomes

Students will learn how to write OpenGL applications using modern shader-based OpenGL implementations, implement modern rendering techniques, debug and profile OpenGL applications and maximize the processing power of both the GPU and the CPU. 

Prerequisites

  • Introduction to OpenGL or equivalent experience. 

Duration

18 hours | 3 Days or 6 Nights

Applies Towards the Following Certificates

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