Sumários
Programmable Graphics Pipeline (part 2)
26 março 2015, 13:30 • Carlos António Roque Martinho
Architecture for a modern OpenGL graphics engine with GLSL programmable shaders. Vertex and Fragment Shader Programs.
Support to project development
26 março 2015, 11:00 • Carlos António Roque Martinho
Support to project development.
Support to project development
26 março 2015, 09:30 • Carlos António Roque Martinho
Support to project development.
Quaternions
19 março 2015, 15:00 • Carlos António Roque Martinho
The 3D rotation problem: Euler angles, Complex Numbers, Matrices and Quaternions.
Programmable Graphics Pipeline (part 1)
19 março 2015, 13:30 • Carlos António Roque Martinho
Conceptual, functional and GPU stages of the OpenGL Rendering Pipeline. Programmable stages: vertex, tesselation (control/evaluation), geometry and fragment shaders. Fixed/parametrized stages: clipping & screen mapping, primitive assembly and per-sample operations. The different spaces and matrices used in the viewing pipeline.