SIGGRAPH University : 'An Introduction to OpenGL Programming'

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Course: An Introduction to OpenGL Programming
Speakers: Edward Angel, University of New Mexico
Dave Shreiner, ARM, Inc.

00:00:00 ------ Welcome and Course Introduction
00:00:00 - 00:00:10 Welcome
**** 00:00:10 - 00:01:55 **** S2013 intro, app, review **** EDIT OUT ****
00:01:55 - 00:07:35 Course Introduction

**** 00:07:35 - 00:07:50 **** Question Check **** EDIT OUT ****

00:07:50 ------ Evolution of the OpenGL Pipeline & Related APIs
00:07:50 - 00:22:00

**** 00:22:00 - 00:22:20 **** Speaker transition **** EDIT OUT ****

00:22:20 ------ OpenGL Application Development
00:22:20 - 01:07:02

**** 01:07:02 - 01:07:15 **** Speaker transition **** EDIT OUT ****

01:07:15 ------ Shaders and GLSL
01:07:15 - 01:41:00

**** 01:41:00 - End **** Session end **** EDIT OUT ****

00:00:00 ------ WebGL Demo
00:00:00 - 00:02:14

**** 00:02:14 - 00:02:47 **** Speaker transition **** EDIT OUT ****

00:02:47 ------ Transformations
00:02:47 - 00:30:35

**** 00:30:35 - 00:30:48 **** Speaker transition **** EDIT OUT ****

00:30:48 ------ Lighting
00:30:48 - 00:44:44

**** 00:44:44 - 00:44:59 **** Speaker transition **** EDIT OUT ****

00:44:59 ------ Fragment Shaders
00:44:59 - 00:51:31

**** 00:51:31 - 00:51:51 **** Speaker transition **** EDIT OUT ****

00:51:51 ------ Texture Mapping
00:51:51 - 01:15:15

01:15:15 ------ Resources
01:15:15 - 01:18:00

01:18:00 ------ Q & A / Demos
01:18:00 - End
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Wish I had found this a month ago when I started learning OpenGL? I went through a lot of tutorials to get this stuff, watching this video, it just puts all the pieces together nicely. Although, I don't think it would've made much sense back then. That moment when you realize you get it! ...

BrutusPalmeira
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I want to answer the question the audience asked: "what is the difference between uniform variable and in variables ? " the "in" variables is per-vertex data, so it is called one of the vertex attributes, there are multiple kinds of such attributes, eg: position in model-space, color, texture coordinates, normals, etc. So vertex attributes is upload to GPU memory through VBO, and can binding to a VAO's specific vertex attribute by attribute index (that means after binding, OpenGL remembers the VAO 's vertex attributes data source ). the in variables 's size in total is number of vertices multiply the attribute 's size. I think you can take "in" ( that in vertex shader ) as alias of "vertex-attribute". While the uniform variable is not per-vertex but like global variable in C/C++ language, the shader has only one instance of each, they can be assign value ( if not initialized, they will be filled with zeros by the shader, like c/c++'s global and static variables ), of couse you can change the uniform variable at sometime and referred in consequenced rendering process.

exlife
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thank you, this was a lifesaver :) i've been through countless tutorials and forums, but this by far has been the most helpful introduction to opengl. really appreciate this video

zeynep
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35:45 i just clicked on "pause" so i could come here to comment that Edward's talk is enjoyable to listen to. Ok, resuming now :)

webgpu
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Before the internetz, you had to goto a pricy university to get this kind of information - Good stuff!

syntaxed
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When does "An Introduction to Vulkan Programming" come out?

PixelPulse
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Very well explained. I would like to access all videos related to opengl explained by these two guys..Awsome..Thank you!!

sbprasanna
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A really complete introduction, thanks!!

romualdovillalobos
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HEY! dude. We have fireflies in Texas too. I make sweet tea sometimes just so I can be a cliché. I sit on my front porch in my rocking chair, drinking my sweet tea, watching the filreflies. very relaxing. yall.

skeeterburke
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When will someone make this kind of talk for Vulkan? I have been trying for months to learn Vulkan and finally concluded I have to go through OpenGL (which I definitely do not want to have to do), because almost all of the documents and talks are for experienced OpenGL programmers and have almost no sensibility to a new graphics programmer :(.

Loved this talk though and learned more from it than from Vulkan tutorials etc.

think
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44:30 where is the code? ...Is it in the ACM DL Digital Library? why make the lecture available and not the code?

ikebipe
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at 2:00:25, in the matrix, should the element -(eye.n) be -(eye.(-n)), i.e., (eye.n)? 

CAIJianping
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Anyone else think Ed sounds like Bill Murray?

mikes
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1:34:00 I'll finish this tomorrow :)

gameriffy
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01:25:20 why you no call glLoadShader?!

vertigo
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at 1:12:34 lol am sure he was thinking about sqrt when he wrote the slide XDD

AssassinGrudge
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Okay that is me before starting to watch this 3 hour video and

DarkGT
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1:40:00 I'll finish this tomorrow

abdulalhazred
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I am pretty sure that OpenGL is not a programming language. It is a library for programming languages.

fiestazfs
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i don't understand because i'm not good at in english and it very hard.

akriminsoe