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Students learn with interactive and hands-on sessions about graphics hardware, shading, data management, all through the modern OpenGL ES API. The course covers OpenGL ES 2.0 and the OpenGL ES Shading Language as well as the similarities and differences between OpenGL ES and desktop OpenGL 3.x/4.x. Topics include both the core languages and extensions such as those for double precision and interfacing with OpenGL 3D graphics buffers.
Student Requirements:
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Students are required to bring a laptop configured with their environment and the OpenGL ES development environment (iOS or Android)
Day 1
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Introduction to OpenGL ES 2.x and Viewing
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What OpenGL ES 2.x does and why to learn it
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Differences between OpenGL 4 and OpenGL ES 2.x
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How to view in 3D and setting up a virtual camera
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Modeling and Texturing
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What you can create in OpenGL ES 2.x; how to generate geometry
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Buffer objects for all your data needs
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Art school color fundamentals, creating texture coordinates, and making normals for lighting
Day 2
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The OpenGL ES Shading Language (ESSL)
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What ESSL does and why to learn it
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Supplanting traditional OpenGL with ESSL
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How to write ESSL programs; vertex and pixel shaders
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Animating
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Disney-style animation fundamentals turned into code
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Animation off-load to the embedded GPU
Day 3
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Lighting
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Hollywood lighting fundamentals
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Lighting models
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Shadows
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Rendering and Image Processing
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Material fundamentals and using ESSL shading
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OpenGL's hardware buffers and how to use them
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Image processing in hardware
Day 4
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Interaction Techniques
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Using input devices
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Methods for manipulating objects
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How to do selection
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EGL and OpenGL ES 2.x Windowing
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Tips and Tricks
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Math on graphics hardware
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Special effects
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Questions from the audience, answered in code