Computer Graphics with Modern OpenGL and C++
Computer Graphics with Modern OpenGL and C++, available at $84.99, has an average rating of 4.49, with 40 lectures, based on 3246 reviews, and has 23184 subscribers.
You will learn about 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 This course is ideal for individuals who are People who want to learn OpenGL from scratch as well as the theory behind Computer Graphics It is particularly useful for People who want to learn OpenGL from scratch as well as the theory behind Computer Graphics.
Enroll now: Computer Graphics with Modern OpenGL and C++
Summary
Title: Computer Graphics with Modern OpenGL and C++
Price: $84.99
Average Rating: 4.49
Number of Lectures: 40
Number of Published Lectures: 40
Number of Curriculum Items: 40
Number of Published Curriculum Objects: 40
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will 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 Should Attend
- People who want to learn OpenGL from scratch as well as the theory behind Computer Graphics
Target Audiences
- People who want to learn OpenGL from scratch as well as the theory behind Computer Graphics
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!
Course Curriculum
Chapter 1: Introduction
Lecture 1: About This Course
Lecture 2: [THEORY] Introduction to GLEW, GLFW and SDL
Lecture 3: [CODING] Setting up GLEW with GLFW
Chapter 2: Beginner
Lecture 1: [THEORY] Shaders and the Rendering Pipeline
Lecture 2: [CODING] Shaders and the First Triangle
Lecture 3: [THEORY] Vectors, Matrices and Uniform Variables
Lecture 4: [CODING] Uniform Variables
Lecture 5: [CODING] Using GLM (OpenGL Maths Library)
Lecture 6: [IMPORTANT FIX] Regarding GLM Identity Matrices
Lecture 7: [CODING] Transforming: Translation
Lecture 8: [CODING] Transforming: Rotation
Lecture 9: [CODING] Transforming: Scaling
Lecture 10: [THEORY] Interpolation, Indexed Draws and Projections
Lecture 11: [CODING] Interpolation
Lecture 12: [CODING] Indexed Draws
Lecture 13: [CODING] Projections
Lecture 14: [CODING] Clean Up
Chapter 3: The Camera
Lecture 1: [THEORY] The Camera and User Input
Lecture 2: [CODING] Camera: Input with GLFW
Lecture 3: [IMPORTANT FIX] Camera Facing Random Direction
Lecture 4: [CODING] Camera: Movement
Chapter 4: Intermediate
Lecture 1: [THEORY] Textures and Image Loading
Lecture 2: [CODING] Texture Mapping
Lecture 3: [THEORY] Phong Lighting and Directional Lights
Lecture 4: [CODING] Ambient Lighting
Lecture 5: [CODING] Diffuse Lighting
Lecture 6: [CODING] Specular Lighting
Lecture 7: [THEORY] Point Lights and Spot Lights
Lecture 8: [CODING] Point Lights
Lecture 9: [CODING] Spot Lights
Lecture 10: [CODING] Model Importing
Chapter 5: Advanced
Lecture 1: [THEORY] Shadow Mapping
Lecture 2: [CODING] Directional Shadow Maps
Lecture 3: [THEORY] Omnidirectional Shadows, Cube Maps and the Geometry Shader
Lecture 4: [CODING] Omnidirectional Shadow Maps: Creating the Cubemap
Lecture 5: [CODING] Omnidirectional Shadow Maps: Applying the Shadow Map
Lecture 6: [THEORY] The Skybox
Lecture 7: [CODING] The Skybox
Chapter 6: Ending and the Future of this Course
Lecture 1: The Future of this Course
Lecture 2: Outro
Instructors
-
Ben Cook
Freelance Developer
Rating Distribution
- 1 stars: 33 votes
- 2 stars: 49 votes
- 3 stars: 289 votes
- 4 stars: 1084 votes
- 5 stars: 1791 votes
Frequently Asked Questions
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