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3D graphics programming training
Goal : Master 3D computer graphics programming basis concepts.

Requirements : C/C++ knowledge

Notes :

  • Implementation is done in C++ with OpenGL and QT or GLUT, on a GNU/Linux or Windows OS.
  • Other languages allowing OpenGL are possible, please contact us.
  • Real-time shaders development is done with GLSL or Cg.
  • We can propose you the training under DirectX / HLSL
  • Time: 10 days for a good programmer.
Training location : Please see here.

Duration : 10 days, 7 hours per day for a good programmer

Sessions on demand: Ask more information

Cost : 4 000 Euros without V.A.T (19.6%) for 1 person during 10 days. Travel, lodging and meals NOT included.


Content

  1. Introduction

    • 3D rendering pipeline
    • Rendering pipeline, hardware acceleration
    • OpenGL
    • History, extensions, software pipeline, states C++ interface, operating system interface
    • GLUT and/or QT
  2. Mathematics

    • Vectors, basis, operators, ...
    • Dot product, cross product, cylindrical and spherical basis, ...
    • Affine transformations(rotations, composition, ... )
    • Homogeneous coordinates, Euler angles, gimbal lock, arbitrary axis rotations, quaternions, ...
  3. Modeling in 3D

    • Modeling 3D objects
    • Primitives and geometrical meshes, display lists, vertex arrays, vertex buffer objects, ... Parametric curves and surfaces, polynomial curves, Catmull-Rom spline, curves and Bezier patches, B-Splines, NURBS
    • Handling time
    • Timers, double buffering, ...
    • Modeling the scene
    • Space coordinates (object, world, ...), scene graphs, ...
    • The observer
    • Camera models, orthographic and perspective projection, viewport, vertex pipeline, clipping, guardband clipping, rasterisation, Z-Buffer, ...
    • Modeling lighting
    • Shading models, lighting models, OpenGL lighting model : diffuse and specular reflection, ambient and others, ... Phong and Blinn/Phong shading models + others BRDFs, ... Light sources, (point, spot, directional), materials and other globals parameters Precomputed lighting: env maps, spherical harmonics, radiosity, photon mapping, ...
    • Texture mapping
    • Texture space, perspective correction, filtering(magnification, mignification), mip-mapping, trilinear, anisotropic filtering, texture formats and compression, ... Texture mapping with OpenGL( texture objects, texture coordinates, parameterization, blending, ...)
  4. SFX - special effects

    • Image-based
    • Skybox, billboards (screen, viewpoint, axial), impostors, particules, shadow mapping, ...
    • Based on stencil buffer
    • Mirrors, projective shadows, shadow volumes, ...
    • Based on accumulation buffer
    • Motion blur, object motion blur, depth of field, antialiasing, other effects, ...
    • Antialiasing methods
    • Per primitive, global (hardware)
  5. Acceleration methods

    • Hidden object removal
    • Backface culling, bounding volumes, occlusion culling (silhouette, horizons, hierarchical zbuffers, cell-based, ...)
    • Levels of detail
    • Geometrical simplification, terrains, ...
    • Spacial division
    • Hierarchies, portals, grids, quadtree, octree, BSP, ...
  6. Advanced animation

    • Keyframes
    • Squeleton, skinning, ...
    • Physical animation
    • Detection and response to collisions, fluids, ...
  7. Real-time shaders

    • Theory
    • Pipeline, models, types, versions, languages ; vertex, fragment and geometry shaders.
    • Practice
    • GLSL, Cg (& CGFx) or HLSL (& .fx) ; FxComposer, RenderMonkey.
    • Implementation of RT effects
    • Toon, phong, glow, HDR, NPR, ...
 


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