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.