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Computer Graphics with Modern OpenGL and C++

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Ben Cook

21:15:55

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  • 1. About This Course.mp4
    07:16
  • 2.1 slides theory0 GLEW GLFW SDL.pdf.pdf
  • 2. [THEORY] Introduction to GLEW, GLFW and SDL.mp4
    15:45
  • 3.1 GLEW Website.html
  • 3.2 GLFW Website.html
  • 3.3 Mac Setup Help.html
  • 3.4 OpenGLCourseApp GLFW GLEW.zip.zip
  • 3. [CODING] Setting up GLEW with GLFW.mp4
    40:14
  • 1.1 slides theory1 shaders pipeline.pdf.pdf
  • 1. [THEORY] Shaders and the Rendering Pipeline.mp4
    31:30
  • 2.1 OpenGLCourseApp Triangle.zip.zip
  • 2. [CODING] Shaders and the First Triangle.mp4
    43:22
  • 3.1 slides theory2 uniform matrices.pdf.pdf
  • 3. [THEORY] Vectors, Matrices and Uniform Variables.mp4
    47:06
  • 4.1 OpenGLCourseApp Uniform.zip.zip
  • 4. [CODING] Uniform Variables.mp4
    10:33
  • 5.1 GLM website.html
  • 5. [CODING] Using GLM (OpenGL Maths Library).mp4
    04:28
  • 6.1 OpenGLCourseApp Translate.zip.zip
  • 6. [CODING] Transforming Translation.mp4
    10:28
  • 7.1 OpenGLCourseApp Rotate.zip.zip
  • 7. [CODING] Transforming Rotation.mp4
    15:55
  • 8.1 OpenGLCourseApp Scale.zip.zip
  • 8. [CODING] Transforming Scaling.mp4
    11:39
  • 9.1 slides theory3 interpolation index projection.pdf.pdf
  • 9. [THEORY] Interpolation, Indexed Draws and Projections.mp4
    20:25
  • 10.1 OpenGLCourseApp Interpolation.zip.zip
  • 10. [CODING] Interpolation.mp4
    07:11
  • 11.1 OpenGLCourseApp Indexing.zip.zip
  • 11. [CODING] Indexed Draws.mp4
    14:12
  • 12.1 OpenGLCourseApp Projections.zip.zip
  • 12. [CODING] Projections.mp4
    12:34
  • 13.1 OpenGLCourseApp Cleanup.zip.zip
  • 13. [CODING] Clean Up.mp4
    58:43
  • 1.1 slides theory4 camera.pdf.pdf
  • 1. [THEORY] The Camera and User Input.mp4
    18:55
  • 2. [CODING] Camera Input with GLFW.mp4
    31:12
  • 3.1 OpenGLCourseApp Camera.zip.zip
  • 3. [CODING] Camera Movement.mp4
    48:19
  • 1.1 slides theory5 texture.pdf.pdf
  • 1. [THEORY] Textures and Image Loading.mp4
    22:13
  • 2.1 stb image on Github.html
  • 2.2 dirt.zip
  • 2.3 brick.zip
  • 2.4 Texture repository.html
  • 2.5 OpenGLCourseApp Textures.zip.zip
  • 2. [CODING] Texture Mapping.mp4
    50:33
  • 3.1 slides theory6 phong directional.pdf.pdf
  • 3. [THEORY] Phong Lighting and Directional Lights.mp4
    28:14
  • 4.1 OpenGLCourseApp Ambient.zip.zip
  • 4. [CODING] Ambient Lighting.mp4
    21:46
  • 5.1 OpenGLCourseApp Diffuse.zip.zip
  • 5. [CODING] Diffuse Lighting.mp4
    56:52
  • 6.1 OpenGLCourseApp Specular.zip.zip
  • 6. [CODING] Specular Lighting.mp4
    41:53
  • 7.1 Ogre3D Point Light Attenuation values.html
  • 7.2 slides theory7 point spotlight.pdf.pdf
  • 7. [THEORY] Point Lights and Spot Lights.mp4
    17:05
  • 8.1 OpenGLCourseApp Point.zip.zip
  • 8.2 plain.zip
  • 8. [CODING] Point Lights.mp4
    01:23:37
  • 9.1 OpenGLCourseApp Spot.zip.zip
  • 9. [CODING] Spot Lights.mp4
    50:25
  • 10.1 Free3D Website.html
  • 10.2 Assimp Website.html
  • 10.3 OpenGLCourseApp Model.zip.zip
  • 10. [CODING] Model Importing.mp4
    01:25:23
  • 1.1 slides theory8 directional shadow.pdf.pdf
  • 1. [THEORY] Shadow Mapping.mp4
    30:21
  • 2.1 OpenGLCourseApp DirShadow.zip.zip
  • 2. [CODING] Directional Shadow Maps.mp4
    01:44:33
  • 3.1 slides theory9 omni shadow.pdf.pdf
  • 3. [THEORY] Omnidirectional Shadows, Cube Maps and the Geometry Shader.mp4
    24:54
  • 4. [CODING] Omnidirectional Shadow Maps Creating the Cubemap.mp4
    01:11:33
  • 5.1 LearnOpenGL.html
  • 5.2 OpenGLCourseApp OmniDir.zip.zip
  • 5. [CODING] Omnidirectional Shadow Maps Applying the Shadow Map.mp4
    01:03:56
  • 6.1 slides theory10 skybox.pdf.pdf
  • 6. [THEORY] The Skybox.mp4
    10:55
  • 7.1 Skybox.zip.zip
  • 7.2 OpenGLCourseApp Skybox.zip.zip
  • 7.3 SkyboxMeshVertices.txt.txt
  • 7.4 Skybox Textures.html
  • 7. [CODING] The Skybox.mp4
    47:17
  • 1. The Future of this Course.mp4
    11:27
  • 2. Outro.mp4
    03:11
  • Description


    Learn the theory and code behind modern OpenGL graphical applications so you can make games, simulations and more!

    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

    Who is this for?


  • People who want to learn OpenGL from scratch as well as the theory behind Computer Graphics
  • What You Need to Know?


  • Basic understanding of C++, including the use of pointers/references
  • Mathematical background helps but is not necessary
  • Visual Studio using C++ and Windows are advised, however the code and theory are relevant to Mac/Linux systems, you just won't be able to follow along 1-to-1 with IDE use!
  • More details


    Description

    Hi! Welcome to the Computer Graphics with Modern OpenGL and C++ course!

    This course is designed to be unique from most other OpenGL courses out there, because it not only teaches you the code needed to use OpenGL, but it also teaches you the THEORY behind it all! This is immensely important for any aspiring graphics or game developer, because understanding the theory behind what we do enables you to form your own graphical style!

    I intend to help you understand both HOW and WHY we do what we do, so you can create your own systems derived from the foundations of graphical development, pushing you further ahead of all your competitors out there.

    This course is designed to teach you modern OpenGL and graphics techniques without any prior knowledge of graphical theory. All you need is some C++ experience and preferably an understanding of trigonometry.

    This course will receive constant support, to ensure you learn everything there is to know, beyond just the basics that most other courses will teach you. As an example of this, this series already covers things as advanced as Shadow Mapping, a rare commodity among OpenGL courses (especially when it comes to Shadow Mapping for MULTIPLE Point Lights!!).

    So I hope you take an interest in this course and enjoy watching it as much as I do making it!

    Who this course is for:

    • People who want to learn OpenGL from scratch as well as the theory behind Computer Graphics

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    Hey, I'm Ben! I'm a freelance software and web developer with a passion for teaching. I have a particular adoration for graphical development, but my skills and experience extend to all fields of developing, and I want to help spread this knowledge to all of you! I have a Master's degree in Computing Science, two years of experience as a web developer and now work as a freelancer. My aim is to get you in to the developing profession!
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 38
    • duration 21:15:55
    • Release Date 2024/04/24