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OpenGL: SIGGRAPH University - "An Introduction to OpenGL Programming"
Originally suggested as "A series for learning Open GL ES": This complimentary course, originally presented at the SIGGRAPH 2013 conference, provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL. This course is presented by Edward Angel of the University of New Mexico and Dave Shreiner of ARM, Inc. Dave Shreiner is also the SIGGRAPH 2014 Conference Chair and appeared at our recent Computer Animation Festival screening. To learn about other free, informative videos and the complete educational offerings at the annual SIGGRAPH conference, visit http://s2014.siggraph.org/. SIGGRAPH 2014, the world's largest international conference and exhibition on computer graphics and interactive techniques will bring together thousands of professionals, 10-14 August 2014, Vancouver, Canada. Course Info http://s2013.siggraph.org/attendees/courses/events/introduction-opengl-programming Course Materials (PDF, PPTX, Code) http://www.cs.unm.edu/~angel/SIGGRAPH13/ For Windows and Mac versions of demo code from Angel and Shreiner, Interactive Computer Graphics, Sixth Edition http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/CODE/ Some of the demos for the SIGGRAPH course are under the EXTRAS folder. An Introduction to OpenGL Programming OpenGL is the most widely available library for creating interactive, computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming, and entertainment, and with each new version its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL. While there have been numerous courses on OpenGL in the past, the recent revisions to the API have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline to introducing numerous techniques that can be implemented using OpenGL. Level Introductory Prerequisites Ability to read simple computer programs written in the C language and a basic knowledge of computer graphics concepts (for example, depth buffering, texture mapping). No previous experience writing graphics applications is required. Intended Audience Computer graphics application programmers who might be creating a computer game, a visualization program, or other interactive application that renders to an image or a computer monitor. This course may not be useful to application programmers who are writing applications with OpenGL that are entirely shader based and using features from the latest versions of OpenGL. Instructors Edward Angel, University of New Mexico http://www.cs.unm.edu/~angel/ Dave Shreiner, ARM, Inc. http://www.daveshreiner.com/SIGGRAPH/ COURSE SECTIONS Greeting and Course Overview, Angel http://www.youtube.com/watch?v=T8gjVbn8VBk Evolution of the OpenGL Pipeline, Shreiner http://www.youtube.com/watch?v=T8gjVbn8VBk#t=336 OpenGL Application Development, Angel http://www.youtube.com/watch?v=T8gjVbn8VBk#t=1188 A First Program, Angle http://www.youtube.com/watch?v=T8gjVbn8VBk#t=2471 Shaders and GLSL (Shading Language), Shreiner http://www.youtube.com/watch?v=T8gjVbn8VBk#t=3879 Rotating Cube Example, Angel http://www.youtube.com/watch?v=T8gjVbn8VBk#t=5912 Transformations, Angel http://www.youtube.com/watch?v=T8gjVbn8VBk#t=6046 Lighting, Shreiner http://www.youtube.com/watch?v=T8gjVbn8VBk#t=7715 Fragment Shaders, Angel http://www.youtube.com/watch?v=T8gjVbn8VBk#t=8553 Texture Mapping, Shreiner http://www.youtube.com/watch?v=T8gjVbn8VBk#t=8944 Resources, Questions & Answers, and Examples, Angel and Shreiner http://www.youtube.com/watch?v=T8gjVbn8VBk#t=10353 You can use this as an online discussion group and depending on the amount of interest, we can meet informally or have a formal presentation of advanced topics. We will leave it unscheduled for now. Original Meetup suggestion: A series for learning OpenGL ES There is lots of interest in various mobile platforms, and graphics processors in them are getting pretty fast. Can we experts to give a series of lectures that teach us OpenGL from beginning to advanced?

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We are the local group for ACM (Association of Computing Machinery) SIGGRAPH (Special Interest Group on Graphics). Our mission is to promote the generation and dissemination of information on computer graphics and interactive techniques. Our purpose is to foster a membership community whose core values help them to catalyze the innovation and application of computer graphics and interactive techniques. We meet roughly every month, usually on the third Thursday. Our local group has been meeting for over 15 years. http://silicon-valley.siggraph.org Recent meetings: Our annual presentation of the SIGGRAPH Electronic Theater, a video presentation of cutting edge computer animation from the SIGGRAPH conference, that occurs around the start of the year. Computer Vision Techniques for High-end Visual Effects by Chris Bregler and Kiran Bhat, Industrial Light & Magic (ILM), the VFX branch of LucasFilm Mobile Visual Computing by Kari Pulli and Radek Grzeszczuk, Nokia Research Center Unity Technologies - Taking the pain out of game development by David Helgason, Unity Technologies Sirikata: Open Source Virtual Worlds by Daniel Horn, Henrik Bennetsen. Stanford Graphics Lab, Stanford Humanities Lab Ray Tracing with the NVIDIA OptiX Engine by Austin Robison, NVIDIA Graphics on the Web: Going Beyond Images and Rectangles by Vladimir Vukicevic, Firefox Caustic Real Time Ray Tracing by James A. McCombe and Alex Kelley, Caustic Graphics Hot Research in Silicon Valley by Avi Lev Robinson-Mosher, Solomon, Boulos, Stanford Computer Graphics Lab Photoshop CS4 Extended and 3D by Nathan Carr, Aravind Krishnaswamy, Pete Falco, Zorana Gee - Photoshop Product Manager Cooliris - Think beyond the browser by Austin Shoemaker, Cooliris

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