Module 7 - Basic Lighting, Point, Lights, and Multiple Lights - Module Overview
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1.) Introduction to Computer Graphics | C++ and Images
2.) SDL Based Graphics Applications
3.) Understanding OpenGL API, Buffers, Shaders, and a first triangle
4.) Color Attributes and Linear Algebra (Vectors)
5.) Matrices, Rotation, and Camera
6.) Meshes, OBJ, and Mesh Representation
7.) Basic Lighting, Point, Lights, and Multiple Lights
8.) Textures
9.) Advanced Lighting (Specular, Normal and Parallax)
10.) Screen buffers, Framebuffer Objects (FBO) and post-processing
11.) Scenegraphs and Terrain Rendering
12.) Advanced Graphics - Shaders, PBR, Deferred Rendering and Engine Study
13.) Instructors Choice -- TBD (e.g. Multi-texture, Cartoon, animation, particles)
14.) Final Projects, wrap up! (do your course evaluation please :))
15.) (Optional) Vulkan and other APIs
16.) (Optional Bonus) - Quaternion Math

Audio/Video Recording

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Readings/Warmup (Do before class)


...Commented Code Samples (if any)

For now I am linking code samples here: Github Code Repository for the course
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Additional Resources

Slides


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Module Content

Module Overview

In this module we learn about lighting!


Module Outline

  • Lecture outline
    • Basic Lights
    • Adding a Light to OpenGL
    • Lights in OpenGL
    • Multiple Lights in Shaders
    • Ambient, Diffuse, Specular (ADS) model
    • Gouraud shading
    • Phong Illumination Model
    • Multiple Lights in Shaders
    • More on GLSL

Commentary

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(Optional Notes)

None given, consider this a 'beta' product for common questions I may revise later.

Please do not redistribute or host any materials without e-mailing me first. I generally am happy to share the latest .pdf or slide presentation with those who ask. Thank you for your time!