GLART -- OpenGL as an Art Medium (January 2010)
NOTE:
These course materials use JOGL for the OpenGL binding. I created a set of java classes (called JOCode) to make it easier to
create JOGL apps. JOCode is a thin layer over OpenGL and is useful as a framework to get started building Java/OpenGL programs.
The code is heavily commented and provides many useful functions that demonstrate OpenGL and provide working examples to build on.
To see JOCode demos download the JOCode demo zip file
For the complete GLART examples: download the GLART class examples, images, models and JOCode source
The JOCode project code repository is online at Google code: code.google.com/p/jocode
You can get the previous GLART course materials (using LWJGL) at the GLART_2008 course folder
JOCode classes can be called from Processing as well: DOWNLOAD JOCode Processing Examples
Course Description
The computer provides artists with a bewildering variety of options for creating images: image editors, 3D modelling tools, animation tools, and dozens of progrmaming languages. Yet at the lower level of all computer rendering lies a relatively simple and very powerful graphics processor. OpenGL provides access to this lower level of rendering, and gives artists the opportunity to create their own "brush and canvas", to produce high performance animated graphics in both 3D and 2D. The purpose of this course is to introduce OpenGL and provide a working knowledge of this powerful API. We will use Java, Eclipse and an OpenGL library to explore basic concepts of OpenGL such as coordinate systems, navigating in a 3D space, cameras, rendering models, mouse and keyboard input, lighting, texturing and blending. The course consists of weekly programming assignments and a final project. This class is intended for students who are comfortable with programming.
Syllabus
Week 1 — OpenGL Intro / Geometry
Class Intro / Overview
Brief history of OpenGL
Anatomy of an OpenGL program
Geometry: Vertices and Triangles
Eclipse review
Week 2 — Geometry Transformations
The coordinate system
Intro to Matrix math
Translate, Scale and Rotate
The "Model view"
Week 3 — Space
Perspective vs. Ortho
Defining the space: Frustum
The Depth buffer and Z
The viewpoint: gluLookat
The viewport
Week 4 — Light and Materials
Light components: ambient, diffuse, specular
Color and light
Directional vs. Positional light
Material reflectivity
Interaction of light and material
Week 5 — Texture
Loading images — pixel formats
Texture coordinate space
Color and texture
Alpha blending textures
Week 6 — Models
Model file formats
Intro to (very) basic modelling
Loading and rendering a model
Week 7 — Navigation
Mouse and keyboard input
Converting Screen to world coordinates — Project and Unproject
Moving through the space
Interaction
Week 8 — Text
Texture mapped text
Drawing text in and over a scene
Save and restore OpenGL settings
Use the Java Font class to generate text
Week 9 — Shadows
Casting shadows onto a plane
Using a matrix to project geometry onto a plane
Using the Stencil buffer to control shadow rendering
Shadow mapping intro
Week 10 — Stencil Buffer and Buffer Summary
Using the Stencil buffer to mask an area
Buffer tests
Controlling read/write to buffers
Week 11 — Timing
The "Game Loop": controlling rendering speed
Hardware level timers
Week 12 — The FrameBuffer and Screenshots
Frame buffer objects, render to texture
Saving the screen, giant screen captures
Week 13 — Final Projects in Progress
Week 14 — Final Project Presentations
Reading Materials
OpenGL Programming Guide (the Red Book), Woo, Neider, Davis (Required)
The Red Book first edition available online not as up to date, but can be used for this course.
Essential Mathematics for Games (Optional) If you want to get into 3D mathematics in depth this book is clear and practical
Resources
NeHe tutorials, excellent source of OpenGL coding tutuorials
Nate Robins tutorials, programs demonstrate key features of OpenGL
OpenGL.org, official OpenGL site
OpenGL reference, documentation of OpenGL API
LWJGL.org, home of the Lightweight Java Game Library
JOGL, Java OpenGL project
Potatoland (Mark Napier), Java/OpenGL demos using the LWJGL binding
Homework Wiki, link to your class assignments here
Email
napier __at__ potatoland __dot__ org