OpenGL Graphics Sessions

Recommended Reading:
The OpenGL Graphics Group is one of the Manchester University Computer Science Student-Led activities.
Session One – An Introduction to OpenGL
  • 24th October, 2011
  • In this session we covered a basic overview of OpenGL and then started using the framework with the GLUT framework. By the end of the session we had drawn a multicoloured triangle within a window.
  • Slides (download .pdf, download .ppt, download .keynote).
  • Code (download).
Session Two – Transformations and Viewing
  • 7th November, 2011
  • In this session, we took a look at using transformations in order to position both the camera and objects within a 3D scene. We looked at the modelview and projection matrix stacks, setting the viewport, and how to handle reshaping the window. We also looked at how to set up depth testing.
  • Slides (download .pdf, download .ppt, download .keynote).
  • Code (download) Note: the draw cube functions will not draw a correct cube – my mistake!
Session Three – Lighting
  • 14th November 2011
  • In this session, we took a look at the OpenGL lighting model, and how we can combine three different aspects of lighting (ambient, diffuse and specular) together to make a scenes really look 3-dimensional and more realistic.
  • Slides (download .pdf, download .ppt, download .keynote).
  • Code (download).
Session Four – Textures
  • 28th November 2011
  • In this session, we looked at how to apply textures in order to create more realistic 3D objects.
  • We should have now covered pretty much everything in Toby Howard’s guide.
  • Slides (download .pdf, download .ppt, download .keynote).
  • Code (download).
Session Five – Particle Systems
  • 5th December 2011
  • In this session, Dave Buckley will tell us all about how to create some really awesome particle effects such as fire, plasma and sparks!
Session Six – Vertex Buffer Objects
  • 30th January 2012
  • In this session, we explored how to transfer geometry (vertex attributes) to the GPU memory using vertex buffer objects in order to much more efficiently render geometry. Along the way, we looked at how to send all our vertex attributes at once to OpenGL to render.
  • Slides (will be uploaded if bugged – I think the code would be much more helpful!)
  • Code (download).
Session Seven – TBC
  • Maybe a revision/question and answer session, or more advanced stuff?

If you’d like to help out with any of the sessions, or have an idea for a session that you think think we should do please drop me an email!