Media Summary: Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn how to create an windowed application that contains shader code, compiles and links the shaders to create a GPU program ... Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ...

Developing Graphics Frameworks 02 The - Detailed Analysis & Overview

Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn how to create an windowed application that contains shader code, compiles and links the shaders to create a GPU program ... Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ... Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Learn about why uniform variables are useful, the OpenGL functions needed to upload uniform data to the GPU, and create a ... Learn about local coordinate systems and local transformations, how the accumulated transformations applied to an object are ...

Learn how to derive the parametric functions for a cylinder. See how using a small number of sample points along the ... Learn about vectors and operations (vector addition and scalar multiplication) and their geometric interpretation. Also learn about ... Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ... Learn how to derive a perspective projection matrix: given a viewable region represented with a frustum (truncated pyramid) ... Create the base Material class, which defines the overall appearance of geometric objects and stores uniform variable data (using ... Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...

Photo Gallery

Developing Graphics Frameworks 02 - The Graphics Pipeline
Developing Graphics Frameworks - Updates
Developing Graphics Frameworks 07 - Rendering in the Application
Developing Graphics Frameworks 06 - Compiling GPU Programs
Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces
Developing Graphics Frameworks 11 - Uniform Data and Uniform Class
Developing Graphics Frameworks 21 - Local Transformations
Developing Graphics Frameworks 33 - Cylinders, Prisms, Cones, Pyramids
Developing Graphics Frameworks 15 - Vector Definitions and Operations
Developing Graphics Frameworks 14 - Interactive Graphics Programs
Developing Graphics Frameworks 20 - Perspective Projection Matrices
Developing Graphics Frameworks 27 - Material - Base Class
View Detailed Profile
Developing Graphics Frameworks 02 - The Graphics Pipeline

Developing Graphics Frameworks 02 - The Graphics Pipeline

Learn about the four stages of the

Developing Graphics Frameworks - Updates

Developing Graphics Frameworks - Updates

Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ...

Developing Graphics Frameworks 07 - Rendering in the Application

Developing Graphics Frameworks 07 - Rendering in the Application

Learn how to create an windowed application that contains shader code, compiles and links the shaders to create a GPU program ...

Developing Graphics Frameworks 06 - Compiling GPU Programs

Developing Graphics Frameworks 06 - Compiling GPU Programs

Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ...

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ...

Developing Graphics Frameworks 11 - Uniform Data and Uniform Class

Developing Graphics Frameworks 11 - Uniform Data and Uniform Class

Learn about why uniform variables are useful, the OpenGL functions needed to upload uniform data to the GPU, and create a ...

Developing Graphics Frameworks 21 - Local Transformations

Developing Graphics Frameworks 21 - Local Transformations

Learn about local coordinate systems and local transformations, how the accumulated transformations applied to an object are ...

Developing Graphics Frameworks 33 - Cylinders, Prisms, Cones, Pyramids

Developing Graphics Frameworks 33 - Cylinders, Prisms, Cones, Pyramids

Learn how to derive the parametric functions for a cylinder. See how using a small number of sample points along the ...

Developing Graphics Frameworks 15 - Vector Definitions and Operations

Developing Graphics Frameworks 15 - Vector Definitions and Operations

Learn about vectors and operations (vector addition and scalar multiplication) and their geometric interpretation. Also learn about ...

Developing Graphics Frameworks 14 - Interactive Graphics Programs

Developing Graphics Frameworks 14 - Interactive Graphics Programs

Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ...

Developing Graphics Frameworks 20 - Perspective Projection Matrices

Developing Graphics Frameworks 20 - Perspective Projection Matrices

Learn how to derive a perspective projection matrix: given a viewable region represented with a frustum (truncated pyramid) ...

Developing Graphics Frameworks 27 - Material - Base Class

Developing Graphics Frameworks 27 - Material - Base Class

Create the base Material class, which defines the overall appearance of geometric objects and stores uniform variable data (using ...

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...