The document discusses OpenGL and OpenGL ES for iOS. It provides an overview of OpenGL, describing it as a software interface for graphics hardware that allows for quickly rendering 2D and 3D graphics in a hardware-independent way. It notes that OpenGL ES is a subset of OpenGL and that GLUT and GLU are not available on iOS. It also explains that OpenGL is a state machine and lists some common state change and drawing commands.
This document provides an introduction to using OpenGL in Visual C++. It discusses how to set up an OpenGL project in Visual C++, including setting the pixel format, creating an OpenGL rendering context, and making the context current. It also covers cleaning up the context and deleting it. The document then demonstrates how to draw simple 2D graphics in OpenGL by setting the viewport and matrix modes and drawing basic images.
WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics within any compatible web browser without the use of plug-ins. It uses OpenGL ES 2.0 to render animations and interactive effects on browsers. Some key features of WebGL include requestAnimationFrame() for rendering animations, GLSL shaders to program the GPU, and allowing JavaScript to directly interact with the GPU. The document provides examples of using Three.js and Blender to load 3D models into WebGL and render them, as well as examples of drawing directly with WebGL.
The document is a slide presentation about computer graphics and OpenGL. It introduces the graphics pipeline, discusses concepts like transformations and coordinate frames in OpenGL, and provides an example OpenGL ES application for iOS that renders a teapot with lighting effects. Key points covered include the graphics pipeline stages of modeling, posing, rendering and rasterization, using transformation matrices for positioning objects, and how OpenGL handles rendering through functions like glPushMatrix and glDrawElements.
The document introduces OpenGL and GLUT (OpenGL Utility Toolkit). It discusses that OpenGL is a graphics library for rendering 2D and 3D graphics, while GLUT provides a windowing and input framework. It then covers OpenGL fundamentals like rendering primitives, transformations, lighting and texture mapping. The goals are to demonstrate enough OpenGL to create interactive 3D graphics and introduce advanced topics. Sample code shows basic GLUT and OpenGL usage.
This document provides an introduction to OpenGL. It discusses the history and evolution of OpenGL, its core components and libraries, basic programming concepts like coordinate systems and transformations, and how to set up an OpenGL development environment in both Unix and Windows systems. It also covers OpenGL programming concepts like the display callback, event handling, and GLUT functions. Finally, it provides information on submitting assignments and office hours for questions.
The document provides an introduction to OpenGL programming. It discusses that OpenGL is a hardware-independent API for 3D graphics. It originated from SGI's GL library and was developed as the cross-platform OpenGL standard. The document outlines OpenGL's core functionality and architecture, as well as common libraries like GLUT and GLU. It provides examples of basic OpenGL programs and concepts like the rendering pipeline, coordinate systems, and event handling.
Lessons learned from porting Roloengine from iOS to AndroidManish Mathai
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Porting games from iOS to Android requires addressing differences in APIs, memory management, and UI frameworks. The document discusses a game studio's experience porting their iOS games to Android over several years. It covers options like using the NDK for native code or a hybrid approach, considerations for OpenGL rendering, audio, and dealing with limited memory on Android. Tips are provided around threading models, avoiding Java heap access in game loops, and ensuring layouts work on different screen sizes.
This document provides an introduction to OpenGL with code samples. It discusses the history and overview of OpenGL, versions, philosophy, functionality, usage, conventions, basic concepts like the rendering pipeline and primitives. It also covers environment setup for using OpenGL with Windows SDK and GLUT as well as providing code samples. The document serves as a high-level overview of OpenGL for developers.
This document provides information about OpenGL and EGL. It discusses OpenGL concepts like the rendering pipeline, shaders, and GLSL. It explains how to use OpenGL and GLSL on Android, including initializing, creating shaders, and rendering. It also covers EGL and how it acts as an interface between OpenGL and the native platform. It describes EGL objects like displays, surfaces, and contexts. It provides examples of basic EGL usage and lists EGL APIs for initializing, configuring, and managing graphics resources.
OpenGL ES is a specification for rendering 2D and 3D graphics. It defines a set of commands for drawing geometric shapes like points, lines, and triangles. Developers use OpenGL ES by issuing commands to change machine state, issue drawing commands, and read back results. Key concepts include different coordinate systems, matrix transformations, drawing primitives, vertex attributes like colors, and applying textures to surfaces.
1. The document is a lab manual for a computer graphics and visualization course that provides instructions and programs for students to implement.
2. It includes an introduction to OpenGL that describes it as a software interface for graphics hardware consisting of 150 commands. It also discusses OpenGL's state machine functionality and related libraries like GLUT and GLU.
3. The lab manual then provides 9 programs for students to complete related to topics like line drawing algorithms, 3D modeling, and animations. It concludes with questions for a viva exam.
Gdc 14 bringing unreal engine 4 to open_glchangehee lee
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This document discusses bringing Unreal Engine 4 to OpenGL by porting its render hardware interface (RHI) to support OpenGL. It describes mapping the D3D11-based RHI to OpenGL, developing a cross-compiler to compile HLSL shaders to GLSL, addressing differences between D3D and OpenGL like texture coordinate systems, and optimizations to achieve performance parity with D3D11. It also covers bringing UE4 to Android by leveraging an NVIDIA Tegra K1 mobile chip's full OpenGL 4.4 support.
Lab Practices and Works Documentation / Report on Computer GraphicsRup Chowdhury
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This is a report that I have prepared during my Computer Graphics Lab course. This contains the theoretical information that we learned in our introduction class. It also contains information on different computer graphics tools and software. It contains codes to create different and also the procedure.
1. Information on GLUT
2. Flag drawing with GLUT
3. DDA Algorithm
4. Midpoint Line Drawing Algorithm
5. Tansformation
This document provides an introduction to OpenGL and graphics programming. It discusses the objectives of graphics programming, what OpenGL is and is not, related OpenGL libraries, the OpenGL graphics pipeline, common OpenGL APIs, and basic primitives like points, lines, and polygons. Key topics covered include the modeling and viewing transforms, different primitive types, and how to set up the programming environment and write a basic OpenGL program.
This document provides an introduction and overview of OpenGL programming concepts including:
- OpenGL is a cross-platform graphics library that interfaces with the graphics system through an API.
- Programs use matrices to transform 3D vertices through modeling and viewing transformations to 2D screen coordinates.
- Geometry is defined through vertex lists and rendered as primitives like triangles and lines. State variables control properties like color.
- Common tasks like camera placement, projections, lighting and textures are demonstrated.
The document discusses OpenGL ES and graphics rendering in Android. It explains the OpenGL family including OpenGL, OpenGL ES, and WebGL. It describes how graphics are rendered in Android using a PhoneWindow, DecorView, SurfaceView, and GLSurfaceView. It provides an example of setting up OpenGL ES 3.1 rendering in Android using GLSurfaceView and discusses key classes and concepts like the renderer, surface, and drawing commands.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
Regal is an open source library that provides a consistent OpenGL API across platforms through emulation to enable portability of OpenGL code, it aims to make OpenGL development easier through debugging tools and it supports modern and legacy OpenGL features through emulation where needed.
Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
Leaving Flatland: Getting Started with WebGL- SXSW 2012philogb
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This document discusses getting started with WebGL. It begins with an introduction to WebGL, explaining that it allows 3D graphics in browsers similarly to OpenGL. It then provides examples of what can be done with WebGL, such as data visualization, games, 3D modeling, and more. The document proceeds to explain the basic graphics pipeline and JavaScript API used in WebGL. It concludes by discussing how to set up a basic 3D scene and choose a WebGL library like Three.js or PhiloGL to get started creating WebGL applications.
OpenGL Fixed Function to Shaders - Porting a fixed function application to ¡°m...ICS
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Watch the video here: http://bit.ly/1TA24fU
OpenGL Fixed Function to Shaders - Porting a fixed function application to ¡°modern¡± OpenGL - Webinar Mar 2016
OpenGL is a standard graphics library used to render 2D and 3D graphics. It provides basic drawing primitives like points, lines, and polygons. OpenGL follows a graphics pipeline where commands are processed through various stages including transformations, rasterization, and finally writing to the framebuffer. Programmers use OpenGL by issuing commands to specify geometry and settings, which are then rendered to the screen independent of hardware.
openGL basics for sample program (1).pptHIMANKMISHRA2
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The document outlines the course learning objectives and outcomes for a Computer Graphics & Visualization laboratory course using OpenGL. The course aims to teach simple algorithms and implementation of line drawing, clipping, and 2D/3D modeling and rendering using OpenGL functions. Students will complete programming assignments to demonstrate techniques like B¨¦zier curves, polygon filling, and develop a mini-project using OpenGL APIs.
The document outlines the course learning objectives and outcomes for a Computer Graphics & Visualization laboratory course using OpenGL. The course aims to teach simple algorithms and implementation of line drawing, clipping, and 2D/3D modeling and rendering using OpenGL functions. Students will complete programming assignments to demonstrate techniques like B¨¦zier curves, polygon filling, and develop a mini-project using OpenGL APIs.
This document provides an introduction to OpenGL with code samples. It discusses the history and overview of OpenGL, versions, philosophy, functionality, usage, conventions, basic concepts like the rendering pipeline and primitives. It also covers environment setup for using OpenGL with Windows SDK and GLUT as well as providing code samples. The document serves as a high-level overview of OpenGL for developers.
This document provides information about OpenGL and EGL. It discusses OpenGL concepts like the rendering pipeline, shaders, and GLSL. It explains how to use OpenGL and GLSL on Android, including initializing, creating shaders, and rendering. It also covers EGL and how it acts as an interface between OpenGL and the native platform. It describes EGL objects like displays, surfaces, and contexts. It provides examples of basic EGL usage and lists EGL APIs for initializing, configuring, and managing graphics resources.
OpenGL ES is a specification for rendering 2D and 3D graphics. It defines a set of commands for drawing geometric shapes like points, lines, and triangles. Developers use OpenGL ES by issuing commands to change machine state, issue drawing commands, and read back results. Key concepts include different coordinate systems, matrix transformations, drawing primitives, vertex attributes like colors, and applying textures to surfaces.
1. The document is a lab manual for a computer graphics and visualization course that provides instructions and programs for students to implement.
2. It includes an introduction to OpenGL that describes it as a software interface for graphics hardware consisting of 150 commands. It also discusses OpenGL's state machine functionality and related libraries like GLUT and GLU.
3. The lab manual then provides 9 programs for students to complete related to topics like line drawing algorithms, 3D modeling, and animations. It concludes with questions for a viva exam.
Gdc 14 bringing unreal engine 4 to open_glchangehee lee
?
This document discusses bringing Unreal Engine 4 to OpenGL by porting its render hardware interface (RHI) to support OpenGL. It describes mapping the D3D11-based RHI to OpenGL, developing a cross-compiler to compile HLSL shaders to GLSL, addressing differences between D3D and OpenGL like texture coordinate systems, and optimizations to achieve performance parity with D3D11. It also covers bringing UE4 to Android by leveraging an NVIDIA Tegra K1 mobile chip's full OpenGL 4.4 support.
Lab Practices and Works Documentation / Report on Computer GraphicsRup Chowdhury
?
This is a report that I have prepared during my Computer Graphics Lab course. This contains the theoretical information that we learned in our introduction class. It also contains information on different computer graphics tools and software. It contains codes to create different and also the procedure.
1. Information on GLUT
2. Flag drawing with GLUT
3. DDA Algorithm
4. Midpoint Line Drawing Algorithm
5. Tansformation
This document provides an introduction to OpenGL and graphics programming. It discusses the objectives of graphics programming, what OpenGL is and is not, related OpenGL libraries, the OpenGL graphics pipeline, common OpenGL APIs, and basic primitives like points, lines, and polygons. Key topics covered include the modeling and viewing transforms, different primitive types, and how to set up the programming environment and write a basic OpenGL program.
This document provides an introduction and overview of OpenGL programming concepts including:
- OpenGL is a cross-platform graphics library that interfaces with the graphics system through an API.
- Programs use matrices to transform 3D vertices through modeling and viewing transformations to 2D screen coordinates.
- Geometry is defined through vertex lists and rendered as primitives like triangles and lines. State variables control properties like color.
- Common tasks like camera placement, projections, lighting and textures are demonstrated.
The document discusses OpenGL ES and graphics rendering in Android. It explains the OpenGL family including OpenGL, OpenGL ES, and WebGL. It describes how graphics are rendered in Android using a PhoneWindow, DecorView, SurfaceView, and GLSurfaceView. It provides an example of setting up OpenGL ES 3.1 rendering in Android using GLSurfaceView and discusses key classes and concepts like the renderer, surface, and drawing commands.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
Regal is an open source library that provides a consistent OpenGL API across platforms through emulation to enable portability of OpenGL code, it aims to make OpenGL development easier through debugging tools and it supports modern and legacy OpenGL features through emulation where needed.
Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
Leaving Flatland: Getting Started with WebGL- SXSW 2012philogb
?
This document discusses getting started with WebGL. It begins with an introduction to WebGL, explaining that it allows 3D graphics in browsers similarly to OpenGL. It then provides examples of what can be done with WebGL, such as data visualization, games, 3D modeling, and more. The document proceeds to explain the basic graphics pipeline and JavaScript API used in WebGL. It concludes by discussing how to set up a basic 3D scene and choose a WebGL library like Three.js or PhiloGL to get started creating WebGL applications.
OpenGL Fixed Function to Shaders - Porting a fixed function application to ¡°m...ICS
?
Watch the video here: http://bit.ly/1TA24fU
OpenGL Fixed Function to Shaders - Porting a fixed function application to ¡°modern¡± OpenGL - Webinar Mar 2016
OpenGL is a standard graphics library used to render 2D and 3D graphics. It provides basic drawing primitives like points, lines, and polygons. OpenGL follows a graphics pipeline where commands are processed through various stages including transformations, rasterization, and finally writing to the framebuffer. Programmers use OpenGL by issuing commands to specify geometry and settings, which are then rendered to the screen independent of hardware.
openGL basics for sample program (1).pptHIMANKMISHRA2
?
The document outlines the course learning objectives and outcomes for a Computer Graphics & Visualization laboratory course using OpenGL. The course aims to teach simple algorithms and implementation of line drawing, clipping, and 2D/3D modeling and rendering using OpenGL functions. Students will complete programming assignments to demonstrate techniques like B¨¦zier curves, polygon filling, and develop a mini-project using OpenGL APIs.
The document outlines the course learning objectives and outcomes for a Computer Graphics & Visualization laboratory course using OpenGL. The course aims to teach simple algorithms and implementation of line drawing, clipping, and 2D/3D modeling and rendering using OpenGL functions. Students will complete programming assignments to demonstrate techniques like B¨¦zier curves, polygon filling, and develop a mini-project using OpenGL APIs.
The document provides instructions for registering as an iPhone developer and developing iPhone applications. It outlines the steps to register on the Apple Developer Connection website, apply for the iPhone Developer Program, set up the Xcode development environment, and notes some tips for using APIs like AudioServicesPlaySystemSound and AudioQueueServices to play sounds in iPhone applications. Key steps include registering an account, paying the developer fee, installing Xcode, and learning how to structure audio files and schedule sound playback.
The document discusses new features in iOS 5 including Xcode 4.2, ARC support, storyboarding, and device support for iPhone 4S, iPhone 4, iPhone 3GS, iPod Touch 3G/4G, iPad and iPad 2. It provides an introduction to Automatic Reference Counting (ARC) explaining how it manages object memory and strong/weak references automatically to avoid issues like dangling pointers and memory leaks.
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MariaDB Data Protection: Backup Strategies for the Real WorldFederico Razzoli
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Is your database backup strategy bulletproof? Join us for an in-depth exploration of MariaDB backup solutions that will help you sleep better at night.
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Whether you're managing a small database or enterprise-level deployments, you'll walk away with actionable knowledge to implement a reliable, efficient backup strategy that protects your valuable data.
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Integration Testing in 2025: Best Practices for Reliable SoftwareShubham Joshi
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Ensuring seamless communication between APIs, microservices, and third-party services is essential for software reliability. Integration testing helps detect compatibility issues early, preventing system failures. Best practices include contract testing to validate API interactions, service virtualization to simulate dependencies, and automated testing for continuous validation. A strong integration strategy reduces risks, improves performance, and ensures smooth deployments.
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