Module 8 - Textures, Mipmapping, and Specular Maps - 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, Mipmapping, and Specular Maps
9.) Advanced Lighting (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.) Fall Break -- no class
14.) Instructors Choice -- TBD (e.g. Multi-texture, Cartoon, animation, particles)
15.) Final Projects, wrap up! (do your course evaluation please :))
16.) (Optional) Vulkan and other APIs

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 textures!


Module Outline

  • Lecture outline
    • Textures are Uniforms (accessed as sampler2D in fragment shader)
    • Texture Sampling
    • Mipmapping
    • Specular Map

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!