This document contains the course material of the training "OpenGL®: from the EXTensions to the SOLutions" Its structure follows the path diagram of OpenGL on Indigo² IMPACTTM systems. This diagram can be first divided into two separate graphic operations: |
Imaging Operations (colormatrix, convolution, histogram, ... ) Texture Transfer Primitive Operations (3D) which render 3D geometry |
These distinct data-flows then merge into the Rasterization stage, which generates Fragments data to be transformed into actual pixel information, which in turn are stored into the Frame Buffer. The actual 2 days training agenda is organized as follows : The morning session of the first day will go through the whole Rendering section. We then spend the afternoon of that first day discussing all the code examples and demonstration material which have been developed for this training. The morning session of the second day will go through the whole Texturing section: because of its high transfer rates, IMPACT's texture engine would preferably be considered as a "texture-cache", rather than "texture memory", which enables totally new approaches - and performance - for applications. The afternoon session wraps up all the OpenGL EXTensions which have been presented along the preceding sessions, followed by the final Q&A session. |
Developed in Cortaillod by the Silicon Graphics Applications Consulting group. ©1996 Silicon Graphics, Inc. All rights reserved. |