Mô tả

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!

Bạn sẽ học được gì

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

Yêu cầu

  • 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!

Nội dung khoá học

6 sections

Introduction

3 lectures
About This Course
07:16
[THEORY] Introduction to GLEW, GLFW and SDL
15:45
[CODING] Setting up GLEW with GLFW
40:14

Beginner

14 lectures
[THEORY] Shaders and the Rendering Pipeline
31:30
[CODING] Shaders and the First Triangle
43:22
[THEORY] Vectors, Matrices and Uniform Variables
47:06
[CODING] Uniform Variables
10:33
[CODING] Using GLM (OpenGL Maths Library)
04:28
[IMPORTANT FIX] Regarding GLM Identity Matrices
00:26
[CODING] Transforming: Translation
10:28
[CODING] Transforming: Rotation
15:55
[CODING] Transforming: Scaling
11:39
[THEORY] Interpolation, Indexed Draws and Projections
20:24
[CODING] Interpolation
07:11
[CODING] Indexed Draws
14:12
[CODING] Projections
12:34
[CODING] Clean Up
58:43

The Camera

4 lectures
[THEORY] The Camera and User Input
18:55
[CODING] Camera: Input with GLFW
31:12
[IMPORTANT FIX] Camera Facing Random Direction
00:28
[CODING] Camera: Movement
48:19

Intermediate

10 lectures
[THEORY] Textures and Image Loading
22:13
[CODING] Texture Mapping
50:33
[THEORY] Phong Lighting and Directional Lights
28:14
[CODING] Ambient Lighting
21:46
[CODING] Diffuse Lighting
56:52
[CODING] Specular Lighting
41:53
[THEORY] Point Lights and Spot Lights
17:05
[CODING] Point Lights
01:23:37
[CODING] Spot Lights
50:25
[CODING] Model Importing
01:25:23

Advanced

7 lectures
[THEORY] Shadow Mapping
30:21
[CODING] Directional Shadow Maps
01:44:33
[THEORY] Omnidirectional Shadows, Cube Maps and the Geometry Shader
24:54
[CODING] Omnidirectional Shadow Maps: Creating the Cubemap
01:11:33
[CODING] Omnidirectional Shadow Maps: Applying the Shadow Map
01:03:56
[THEORY] The Skybox
10:55
[CODING] The Skybox
47:17

Ending and the Future of this Course

2 lectures
The Future of this Course
11:27
Outro
03:11

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