Udemy - Computer Graphics with Modern OpenGL and C


Author: tutorial

Language: English

Category: Technical

Tag: Game Development


Posted on 2019-05-05, by phaelx.

Description



Date: Jan 2019
Author: Ben Cook

Size: 12 GB
Format: MP4
Download     >>    https://dropapk.com/zgsd9ojb0bcf
What you'll learn
   *Create 3D graphical applications using C++ and OpenGL
   *Use and understand GLEW and GLFW
   *Draw 3D objects to a window
   *Use OpenGL shaders (vertex, fragment and even geometry shaders!)
   *Use and understand uniform variables
   *Use the GLM (OpenGL Maths) library for 3D transforms
   *Translate, Rotate and Scale 3D objects
   *Understand and use the concepts of interpolation to streamline 3D applications
   *Use Indexed Draws to simplify 3D model construction
   *Understand and use both orthogonal and perspective projections
   *Implement a user controlled camera to navigate 3D worlds using keyboard and mouse input
   *Apply textures to 3D models to give them more detail
   *Apply the Phong Lighting model to add realistic lighting to a 3D scene
   *Use three types of light: Direction, Point and Spot Lights (and have multiple Point/Spot Lights in a scene!)
   *Import 3D models made in external applications such as Blender and 3DSMax using the Assimp library
   *Apply both Directional Shadows and Omnidirectional Shadows
   *Shadow Mapping optimisation techniques
   *How to apply MULTIPLE Omnidirectional Shadow sources to a scene
   *Implement a Skybox to increase the scope of a 3D scene using cubemaps


Course content

Introduction
   About This Course
   [THEORY] Introduction to GLEW, GLFW and SDL
   [CODING] Setting up GLEW with GLFW

Beginner
   About This Course
   [THEORY] Introduction to GLEW, GLFW and SDL
   [CODING] Setting up GLEW with GLFW
   [THEORY] Shaders and the Rendering Pipeline
   [CODING] Shaders and the First Triangle
   [THEORY] Vectors, Matrices and Uniform Variables
   [CODING] Uniform Variables
   [CODING] Using GLM (OpenGL Maths Library)
   [CODING] Transforming: Translation
   [CODING] Transforming: Rotation
   [CODING] Transforming: Scaling
   [THEORY] Interpolation, Indexed Draws and Projections
   [CODING] Interpolation
   [CODING] Indexed Draws
   [CODING] Projections
   [CODING] Clean Up

The Camera
   About This Course
   [THEORY] Introduction to GLEW, GLFW and SDL
   [CODING] Setting up GLEW with GLFW
   [THEORY] Shaders and the Rendering Pipeline
   [CODING] Shaders and the First Triangle
   [THEORY] Vectors, Matrices and Uniform Variables
   [CODING] Uniform Variables
   [CODING] Using GLM (OpenGL Maths Library)
   [CODING] Transforming: Translation
   [CODING] Transforming: Rotation
   [CODING] Transforming: Scaling
   [THEORY] Interpolation, Indexed Draws and Projections
   [CODING] Interpolation
   [CODING] Indexed Draws
   [CODING] Projections
   [CODING] Clean Up
   [THEORY] The Camera and User Input
   [CODING] Camera: Input with GLFW
   [CODING] Camera: Movement

Intermediate
   About This Course
   [THEORY] Introduction to GLEW, GLFW and SDL
   [CODING] Setting up GLEW with GLFW
   [THEORY] Shaders and the Rendering Pipeline
   [CODING] Shaders and the First Triangle
   [THEORY] Vectors, Matrices and Uniform Variables
   [CODING] Uniform Variables
   [CODING] Using GLM (OpenGL Maths Library)
   [CODING] Transforming: Translation
   [CODING] Transforming: Rotation
   [CODING] Transforming: Scaling
   [THEORY] Interpolation, Indexed Draws and Projections
   [CODING] Interpolation
   [CODING] Indexed Draws
   [CODING] Projections
   [CODING] Clean Up
   [THEORY] The Camera and User Input
   [CODING] Camera: Input with GLFW
   [CODING] Camera: Movement
   [THEORY] Textures and Image Loading
   [CODING] Texture Mapping
   [THEORY] Phong Lighting and Directional Lights
   [CODING] Ambient Lighting
   [CODING] Diffuse Lighting
   [CODING] Specular Lighting
   [THEORY] Point Lights and Spot Lights
   [CODING] Point Lights
   [CODING] Spot Lights
   [CODING] Model Importing

Advanced
   About This Course
   [THEORY] Introduction to GLEW, GLFW and SDL
   [CODING] Setting up GLEW with GLFW
   [THEORY] Shaders and the Rendering Pipeline
   [CODING] Shaders and the First Triangle
   [THEORY] Vectors, Matrices and Uniform Variables
   [CODING] Uniform Variables
   [CODING] Using GLM (OpenGL Maths Library)
   [CODING] Transforming: Translation
   [CODING] Transforming: Rotation
   [CODING] Transforming: Scaling
   [THEORY] Interpolation, Indexed Draws and Projections
   [CODING] Interpolation
   [CODING] Indexed Draws
   [CODING] Projections
   [CODING] Clean Up
   [THEORY] The Camera and User Input
   [CODING] Camera: Input with GLFW
   [CODING] Camera: Movement
   [THEORY] Textures and Image Loading
   [CODING] Texture Mapping
   [THEORY] Phong Lighting and Directional Lights
   [CODING] Ambient Lighting
   [CODING] Diffuse Lighting
   [CODING] Specular Lighting
   [THEORY] Point Lights and Spot Lights
   [CODING] Point Lights
   [CODING] Spot Lights
   [CODING] Model Importing
   [THEORY] Shadow Mapping
   [CODING] Directional Shadow Maps
   [THEORY] Omnidirectional Shadows, Cube Maps and the Geometry Shader
   [CODING] Omnidirectional Shadow Maps: Creating the Cubemap
   [CODING] Omnidirectional Shadow Maps: Applying the Shadow Map
   [THEORY] The Skybox
   [CODING] The Skybox

Ending and the Future of this Course
   About This Course
   [THEORY] Introduction to GLEW, GLFW and SDL
   [CODING] Setting up GLEW with GLFW
   [THEORY] Shaders and the Rendering Pipeline
   [CODING] Shaders and the First Triangle
   [THEORY] Vectors, Matrices and Uniform Variables
   [CODING] Uniform Variables
   [CODING] Using GLM (OpenGL Maths Library)
   [CODING] Transforming: Translation
   [CODING] Transforming: Rotation
   [CODING] Transforming: Scaling
   [THEORY] Interpolation, Indexed Draws and Projections
   [CODING] Interpolation
   [CODING] Indexed Draws
   [CODING] Projections
   [CODING] Clean Up
   [THEORY] The Camera and User Input
   [CODING] Camera: Input with GLFW
   [CODING] Camera: Movement
   [THEORY] Textures and Image Loading
   [CODING] Texture Mapping
   [THEORY] Phong Lighting and Directional Lights
   [CODING] Ambient Lighting
   [CODING] Diffuse Lighting
   [CODING] Specular Lighting
   [THEORY] Point Lights and Spot Lights
   [CODING] Point Lights
   [CODING] Spot Lights
   [CODING] Model Importing
   [THEORY] Shadow Mapping
   [CODING] Directional Shadow Maps
   [THEORY] Omnidirectional Shadows, Cube Maps and the Geometry Shader
   [CODING] Omnidirectional Shadow Maps: Creating the Cubemap
   [CODING] Omnidirectional Shadow Maps: Applying the Shadow Map
   [THEORY] The Skybox
   [CODING] The Skybox
   The Future of this Course
   Outro


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