OpenGL Programming with Computer Graphics Training Logo

OpenGL Programming with Computer Graphics Training

Live Online & Classroom Enterprise Training

OpenGL Programming with Computer Graphics teaches the fundamentals of rendering 2D and 3D graphics using the OpenGL API. It covers concepts like transformations, shading, lighting, and texture mapping to build interactive visual applications.

Looking for a private batch ?

REQUEST A CALLBACK

Need help finding the right training?

Your Message

  • Enterprise Reporting

  • Lifetime Access

  • CloudLabs

  • 24x7 Support

  • Real-time code analysis and feedback

What is OpenGL Programming with Computer Graphics Training about?

The OpenGL Programming courses will train you regarding fundamentals of OpenGL Programming concepts and participants will be enabled to explore OpenGL Architecture and use OpenGL main building blocks. The OpenGL applications are in areas of viz. Computer Graphics: 3D and 2D Programming, Image Processing, Signal Processing, Augmented and Virtual Reality, Machine Learning, Deep Learning etc. and will be explicitly included based on the objectives and scope of the training

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

  • Basic Understanding of OpenGL Pipeline and API’s
  • Understanding OpenGL ES Architecture
  • OpenGL ES Shaders Programming
  • Understand of Computer Graphics Fundamentals
  • Fundamentals of 3D and 2D Programming with OpenGL
  • The Computer Graphics Fundamentals
  • Virtual and Augmented Reality Fundamentals
  • Image Processing and Signal Processing

Who is OpenGL Programming with Computer Graphics Training for?

This course is designed for beginners as well as developers interested in learning OpenGL Programming

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

Concepts of Object-Oriented Programming

Programming in C/C++, C/Java/Objective-C/Swift/Kotlin Language Energy and OPENGL PROGRAMMING WITH COMPUTER GRAPHICS  Openness to Learn, Attitude to Take Ownership Appreciation and Openness to Design Thinking 

Understanding and Appreciation of Mathematics at least till 10+2 Strong Logical and Programming Ability

Available Training Modes

Live Online Training

10 Days

Self-Paced Training

80 Hours

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.

Reviews