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TI has joined forces with Intelligraphics to offer this 5-day intensive 3D graphics training course on OpenGL ES 1.1 and 2.0 on the OMAP35x platform. Developed by the Khronos Group, OpenGL ES is the most pervasive standard API for 3D graphics on embedded systems today. OpenGL ES 1.1 is for fixed-function graphics accelerators and OpenGL ES 2.0 is for new generation accelerators that support shader programming, such as the PowerVR SGX on OMAP35x. This course will be taught jointly at a TI facility using a combination of a windows-based emulation environment for OpenGL ES 1.1 and 2.0, and some exercises will be run on the BeagleBoard, which is an actual OMAP35x embedded device running under embedded linux
Developing graphics applications on any embedded platform presents special challenges to optimize for performance, memory use and power consumption. Just installing the required drivers and initializing the display on any particular embedded device and OS can cost your project a lot of time. Most OpenGL courses ignore these realities and pretend all OpenGL environments are the same, but that is not true! So, this course provides a unique combination of in-depth coverage of OpenGL ES with hands-on workshops run on the OMAP35x BeagleBoard which will give your project a huge head start. The OpenGL ES 1.1 and 2.0 topics covered are applicable to any embedded device which supports these standards, but for OMAP35x developers, this course will be especially valuable
For more information see:
www.khronos.org
www.BeagleBoard.org
www.ti.com/omap35x
United States workshop pricing $2000 Register Now
This course is designed for programmers who will be writing graphics applications, demos and test cases with OpenGL™ ES for the embedded environment. The class is intended for both driver and application developers. Developers will benefit from the class by obtaining an in-depth understanding of the OpenGL™ ES API and the OpenGL™ graphics pipeline. Developers will also gain the ability to quickly create and refine OpenGL™ ES test cases on the windows platform and then easily port in their embedded environments.
The course provides definitive and comprehensive information on OpenGL™ concepts with various hands-on lab exercises to reinforce the lessons. The instructor emphasizes fundamentals by providing students with the basic foundation of OpenGL™ concepts and builds upon that model with more complex capabilities emulating real-world scenarios.
Our instructor led courses are more than lectures; they give students hands-on practice in developing applications. Intelligraphics provides students with everything needed to complete the course. Students learn quickly with hands-on exercises and get immediate answers to their questions from our experienced instructor. The course manual serves as a comprehensive reference guide for use after the course. The course size is limited to give students greater personal attention and an opportunity to discuss their questions one-on-one with the instructor.
Course Objective
OpenGL™ has become widespread throughout the graphics world and understanding the mechanisms, the limitations and key work-arounds are important when writing complex programs. This course will open with a quick introduction to OpenGL™, exploring the main differences between ES v1.1 and ES v2.0 and then migrating into Windows based ES V1.1 Emulator. Throughout the course, the instructor will build upon the foundation by introducing various functionalities, (such as fixed function pipeline, rendering primitives, vertex array, various transformations, etc.) to create animation, wire frame and solid geometry. The student will learn how to apply special effects (lighting, textures and other effects) to increase realism. The course will introduce advanced topics to challenge the student’s overall comprehension of the material.
Upon completion of the course, the student should be proficient in:
- Writing programs with the OpenGL™ ES 1.1 application programming interface to draw 3D, lighted, texture mapped, anti-aliased, wire frame and solid geometry.
- Writing programs with the OpenGL™ ES 2.0 application programming interface.
- Writing vertex and fragment shader programs to draw many features contained in OpenGL™ ES 1.1 and beyond.
Course Syllabus
- Windows OpenGL™ ES emulators
- Fixed & Floating Point interfaces
- Fixed vs. Programmable Pipeline
- Rendering Primitives
- Vertex Arrays
- Transformations
- Lighting
- Material Properties
- Rasterization
- Frame Buffer Operations
- Texturing
- Vertex Buffer Objects
- Texture Objects
- Vertex Shaders Programming
- Fragment Shaders Programming
- Initializing a device with EGL
- ES 1.1 vs. 2.0 differences
- Multiple contexts
- Compressed Textures
- Advanced topics, and more!
Instructor - John Lawless
This is an incomparable opportunity for students to learn from one of the most experienced developers in OpenGL™. John Lawless has been developing drivers using OpenGL™ since its inception in 1992 and holds numerous patents for OpenGL™ and graphics driver development.
He is ready to share his expertise and work with students one-on-one to achieve their goals. Working directly for companies such as Intelligraphics, Seaweed Systems, IBM and Polycom, John’s focus on OpenGL™ and embedded systems development, as well as compression and image processing, has earned him industry recognition.
Learn the fundamentals of OpenGL™ concepts as well as the latest techniques in programming through individual and group training in an intensive learning environment. The goal of this five-day accelerated course is to provide the device and application developer professionals a fully-immersed, zero-distraction and valuable training with affordable, efficient, and effective means for students to learn OpenGL™ concepts, to gain practical hands-on experience, and to achieve valuable industry information.
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