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LLC501 |
Programming with OpenGL |
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| Course
Duration : Three Days: 10 am - 5.30 pm |
Course
Fee : Rs. 12,000/- (plus service tax) |
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Course Overview |
| This course is tailor made for the wannabe 3D graphics enthusiast. The course initiates a person with 3D programming using OpenGL and provides a foundation of OpenGL concepts using which you can begin exploring the capabilities of OpenGL and write 3D enabled applications. At the end of the course you would be able to create 3D scenes, orient objects in the scene, place lights in the scene, apply texture and use transparent objects in the scene. The course has a hands on approach to teaching OpenGL in that the participants will take part in designing and implementing a C++ library on top of OpenGL to help create simple 3D scenes. |
Pre-Requisites |
| Sound knowledge of C and C++. Knowledge of Qt, (LLC105) would be a plus point. Basic knowledge of Trigonometry, Matrices and Algebra and other related math domains. |
Target Audience |
| The course is targeted at developers who have not worked or worked little on 3D programming libraries. This course is a must for developers interested in learning about OpenGL and getting started with 3D Programming.
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Course Outline |
- Introduction
- Getting Started with OpenGL
- What is OpenGL
- Materials provided in the course
- Your First OpenGL
Program
- The QGLWidget Class
- The initializeGL() method
- The paintGL() method
- The resizeGL() method
- OpenGL Command Syntax
- Function Naming Convention
- Constants, Datatypes & Macro
naming conventions
- OpenGL as a State Machine
- Libraries related to
OpenGL
- Animations in OpenGL
- Drawing Objects
- Describing a Solid Object: Geometry & Topology
- OpenGL
Primitives
- Primitive Types
- Polygon construction rules
- Solid Object Examples
- Drawing solid objects using GLUT
Library
- Coordinate Transformations
- Types of transformations
- Translation
- Scaling
- Rotation
- Matrix Representation of Transformations
- Vertex
Matrix
- Translation Matrix
- Scaling Matrix
- Rotation Matrix
- Composition of transformation
matrices
- Understanding transformations in
OpenGL
- Eye Coordinates
- Viewing Transformations
- Modeling Transformations
- Projection Transformations
- Viewport Transformations
- Specifying Transformations
in OpenGL
- Atom Example
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- Camera Manipulation
- Viewing in 3D
- Projection
- Parallel Projection Math
- Perspective Projection
Math
- Model View Duality
- Parallel and Perspective
Projections.
- Lights, Color, Materials, depth test
- Representation
of a color in OpenGL
- Specifying Color in OpenGL
- Shading
- The Color Cube
- Colors in the Real World
- Light Concepts and Categories
- Ambient Light
- Diffuse Light
- Specular Light
- Materials Concepts
- Surface Normals
- OpenGL Lights and Materials
- Spot Lights
- Drawing Curved Surfaces
- The glColorMaterial() function
- Texture Mapping
- Specifying the texture
- Indicate how the texture
is to be applied to each pixel
- Enable texture mapping
- Draw the scene, supplying
both texture & geometric
coordinates
- XModel: Simple C++ wrapper for OpenGL
- OpenGL Based Toolkits
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