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OpenGL Programming with Computer Graphics Training

Live Online & Classroom Enterprise Training

This course introduces the fundamentals of computer graphics using OpenGL, focusing on rendering pipelines, 2D/3D transformations, lighting, shading, and real-time graphics programming for interactive applications.

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What is OpenGL Programming with Computer Graphics Training about?

OpenGL Programming with Computer Graphics provides a practical foundation in graphics programming. Learners will understand how graphics hardware works, how scenes are rendered, and how to build visually rich applications using modern OpenGL concepts such as shaders, buffers, and transformations.

What are the objectives of OpenGL Programming with Computer Graphics Training ?

  • Understand the OpenGL graphics pipeline and rendering flow
  • Create 2D and 3D graphical objects programmatically
  • Apply transformations, lighting, and shading techniques
  • Use shaders for modern OpenGL rendering
  • Build simple interactive graphics applications

Who is OpenGL Programming with Computer Graphics Training for?

  • Computer science and IT students
  • Software developers interested in graphics programming
  • Game development beginners
  • Simulation and visualization enthusiasts
  • Engineers working on graphical or CAD-based applications

What are the prerequisites for OpenGL Programming with Computer Graphics Training?

Prerequisites:

  • Basic programming knowledge (C/C++ preferred)
  • Understanding of data structures and algorithms
  • Basic linear algebra (vectors, matrices)
  • Familiarity with programming concepts
  • Interest in computer graphics and visualization


Learning Path:

  • Basics of computer graphics concepts
  • Introduction to OpenGL and rendering pipeline
  • 2D graphics and transformations
  • 3D graphics, lighting, and shading
  • Advanced topics: shaders and real-time rendering


Related Courses:

  • Computer Graphics Fundamentals
  • Game Development Basics
  • 3D Modeling and Animation
  • GPU Programming with CUDA/OpenCL

Available Training Modes

Live Online Training

6 Days

Course Outline Expand All

Expand All

  • Programming Two-Dimensional Applications The OpenGL Application Programming Interface
  • Graphics Functions
  • The Graphics Pipeline and State Machines The OpenGL Interface
  • Coordinate Systems Primitives and Attributes
  • Polygon Basics Polygons in OpenGL Approximating a Sphere Triangulation
  • Text
  • Curved Objects Attributes
  • Color
  • RGB Color Indexed Color
  • Setting of Color Attributes
  • Viewing
  • The Orthographic View Two-Dimensional Viewing
  • Control Functions
  • Interaction with the Window System Aspect Ratio and Viewports
  • The main, display, and init Functions Program Structure
  • The Program Shaders
  • Rendering the Points The Vertex Shader The Fragment Shader Combining the Parts
  • The initShader Function Polygons and Recursion
  • The Three-Dimensional Gasket
  • Use of Three-Dimensional Points Use of Polygons in Three Dimensions Hidden-Surface Removal 96
  • Adding Interaction
  • Using the Pointing Device 98 Window Events
  • Keyboard Events The Idle Callback Double Buffering
  • Window Management
  • Menus
  • Scalars, Points, and Vectors Geometric Objects Coordinate-Free Geometry
  • The Mathematical View: Vector and Affine Spaces The Computer Science View
  • Geometric ADTs Lines
  • Affine Sums Convexity
  • Dot and Cross Products Planes
  • Three-Dimensional Primitives Coordinate Systems and Frames
  • Representations and N-Tuples Change of Coordinate Systems Example Change of
  • Representation Homogeneous Coordinates Example Change in Frames Working with Representations
  • Frames in OpenGL Matrix and Vector Classes
  • Modelling a Colored Cube Modelling the Faces
  • Inward- and Outward-Pointing Faces Data Structures for Object Representation The Color Cube
  • Interpolation Displaying the Cube
  • Affine Transformations Translation, Rotation, and Scaling
  • Translation Rotation Scaling
  • Transformations in Homogeneous Coordinates Translation
  • Scalig
  • Rotation
  • Shear
  • Concatenation of Transformations Rotation About a Fixed Point General Rotation
  • The Instance Transformation Rotation About an Arbitrary Axis
  • Transformation Matrices in OpenGL Current Transformation Matrices Rotation,
  • Translation, and Scaling Rotation About a Fixed Point Order of Transformations
  • Spinning of the Cube
  • Updating in the Display Callback Uniform Variables
  • Interfaces to Three-Dimensional Applications Using Areas of the Screen
  • A Virtual Trackball Smooth Rotations Incremental Rotation
  • Quaternions
  • Complex Numbers and Quaternions Quaternions and Rotation
  • Classical and Computer Viewing Classical Viewing Orthographic Projections Axonometric Projections Oblique Projections Perspective Viewing
  • Viewing with a Computer Positioning of the Camera
  • Positioning of the Camera Frame Two Viewing APIs
  • The Look-At Function Other Viewing APIs
  • Parallel Projections
  • Orthogonal Projections Parallel Viewing with OpenGL Projection Normalisation
  • Orthogonal-Projection Matrices Oblique Projections
  • An Interactive Viewer Perspective Projections
  • Perspective Projections with OpenGL Simple Perspective Projections Perspective Functions
  • Perspective-Projection Matrices Perspective Normalisation
  • OpenGL Perspective Transformations Perspective Example
  • Hidden-Surface Removal Culling
  • Displaying Meshes
  • Displaying Meshes as a Surface Polygon Offset
  • Walking Through a Scene Projections and Shadows
  • Light and Matter Light Sources
  • Color Sources Ambient Light Point Sources Spotlights
  • Distant Light Sources Ambient Reflection Diffuse Reflection Specular Reflection
  • The Modified Phong Model Computation of Vectors
  • Normal Vectors Angle of Reflection
  • Polygonal Shading
  • Flat Shading
  • Smooth and Gouraud Shading Phong Shading
  • The Phong Reflection Model
  • Approximation of a Sphere by Recursive Subdivision Specifying Lighting Parameters
  • Light Sources Materials
  • Implementing a Lighting Model
  • Applying the Lighting Model in the Application Efficiency
  • Lighting in the Vertex Shader Shading of the Sphere Model
  • Per-Fragment Lighting
  • Non-Photorealistic Shading Global Illumination
  • Basic Implementation Strategies Four Major Tasks
  • Modelling
  • Geometry Processing Rasterization Fragment Processing
  • Clipping
  • Line-Segment Clipping
  • Cohen-Sutherland Clipping Liang-Barsky Clipping
  • Polygon Clipping
  • Clipping of Other Primitives Bounding Boxes and Volumes Curves, Surfaces, and Text Clipping in the Frame Buffer
  • Clipping in Three Dimensions Rasterization
  • Bresenham’s Algorithm Polygon Rasterization
  • Inside–Outside Testing OpenGL and Concave Polygons Fill and Sort
  • Flood Fill Singularities
  • Hidden-Surface Removal
  • Object-Space and Image-Space Approaches Sorting and Hidden-Surface Removal Scanline Algorithms
  • Back-Face Removal
  • The z-Buffer Algorithm
  • Scan Conversion with the z-Buffer Depth Sort and the Painter’s Algorithm
  • Antialiasing
  • Display Considerations
  • Color Systems The Color Matrix
  • Gamma Correction Dithering and Halftoning
  • Buffers
  • Digital Images Writing into Buffers
  • Writing Modes Writing with XOR
  • Mapping Methods Texture Mapping
  • Two-Dimensional Texture Mapping Texture Mapping in OpenGL
  • Two-Dimensional Texture Mapping Texture Objects
  • The Texture Array
  • Texture Coordinates and Samplers Texture Sampling
  • Working with Texture Coordinates Multitexturing
  • Texture Generation Environment Maps Reflection Map Example Bump Mapping
  • Finding Bump Maps Bump Map Example
  • Compositing Techniques Opacity and Blending Image Compositing
  • Blending and Compositing in OpenGL Antialiasing Revisited
  • Back-to-Front and Front-to-Back Rendering Scene Antialiasing and Multisampling Image Processing
  • Other Multipass Methods Sampling and Aliasing
  • Sampling Theory Reconstruction Quantization
  • Symbols and Instances Hierarchical Models
  • A Robot Arm
  • Trees and Traversal
  • A Stack-Based Traversal Use of Tree Data Structures Animation
  • Graphical Objects
  • Methods, Attributes, and Messages A Cube Object
  • Implementing the Cube Object Objects and Hierarchy Geometric Objects
  • Scene Graphs OpenSceneGraph Graphics and the Internet
  • Hypermedia and HTML Interactive Graphics and the Web WebGL
  • Other Tree Structures
  • CSG Trees BSP Trees
  • Quadtrees and Octrees

Who is the instructor for this training?

The trainer for this OpenGL Programming with Computer Graphics Training has extensive experience in this domain, including years of experience training & mentoring professionals.

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