OpenGL Training

Course Code: MA-04

Duration: 3 Days

Price: SGD 500.00

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Course Description

OpenGL Course

OpenGL stands for Open Graphics Library and 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. It is one of the oldest API being used in 2D and 3D graphic applications, covering a broad set of rendering, special effects, and other visualisation functions.

KnowledgeHut Academy is offering OpenGL online course 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. Register for the course in your preferred training mode and earn the OpenGL certification on completion of course.

 Features of OpenGL

  • OpenGL generates high-quality color images by rendering with geometric and image primitive.
  • The interactive applications including 3D graphics uses OpenGL.
  • With OpenGL, graphical applications can create the same effect in any operating system.

Objectives

  • Basics of OpenGL with standard libraries and terminologies.
  • OpenGL Embedded System versions and programming structure.
  • Animations and drawing for 2D and 3D images.
  • About EGL and How to use EGL in OpenGL.
  • GLSL and Programmable Pipeline
  • Using Pixel and Frame Buffer Objects

Audience

Graphic designers or software developers who want to get into gaming or designing will find this course useful.

Prerequisites

Participants are expected to have basic knowledge on programming languages like C,Java,Lisp and JavaScript in order to learn OpenGL.

Content

Module 1: Introduction

  • What is OpenGL?
  • Standard libraries and headers
  • Terminologies in OpenGL
  • Rendering Pipelines
  • Programmable vs Fixed pipelines
  • 3D Graphics Pipeline

Module 2: OpenGL ES

  • Introduction to OpenGL ES
  • Difference between OpenGL and OpenGL ES
  • Versions of OpenGL ES
  • OpenGL ES program structure

Module 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

Module 4: EGL

  • Introduction and Initialization
  • EGL Rendering context
  • How to use EGL in OpenGL

Module 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

Module 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

Module 7: Alpha Blending and Images

  • Blending Basics and Equation
  • Imaging Pipeline
  • Pixmaps and Bitmaps

Module 8: GLSL and Programmable Pipeline

  • Introduction to GLSL and Programmable Pipeline
  • Difference between Programmable Pipeline and Fixed Function
  • OpenGL Shader programming model 

Module 9: Framebuffer

  • Framebuffer Components
  • Accumulation and Stencil Buffer

Module 10: Pixel and Frame Buffer Objects

  • Introduction to PBOs and FBOs
  • Offscreen Rendering
  • Using Pixel and Frame Buffer Objects

Module 11: Optimization

  • Performance Optimization
  • Introduction to Bottlenecks and How to avoid it