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1.) Introduction to Computer Graphics, APIs, OpenGL and C++
2.) Rasterization 1 - Lines and Triangles
3.) Software Rasterizaton 2 - Vectors, Matrices, and Projection
4.) Rasterization 3 and Math (Transformation and Viewing)
5.) Modern OpenGL - Buffers and Shaders
6.) Programming OpenGL (GLSL), glError, and MVP Transform
7.) Abstraction and Textures
8.) Camera and Illumination
9.) Advanced Lighting (Multiple Lights and Normal Mapping)
10.) SceneGraphs and Terrain
11.) Framebuffer Objects and post-processing
12.) Geometry Shaders and/or (Shadows or Lighting Maps or Multi-texturing)
13.) Advanced Graphics - Deferred Rendering (or Optional Topic/Work Day)
14.) Final Projects, wrap up! (do your course evaluation please :))
15.) (Optional Bonus) Math Review and Ray Tracing with no API
16.) (Optional Bonus) Ray Tracing 2
17.) (Optional Bonus) - Vulkan
18.) (Optional Bonus) - Quaternion Math
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Module 11 - Framebuffer Objects and post-processing

Audio/Video Recording

Module Content

Module Overview

In this lesson we learn about Frame buffers


Module Outline

  • Lecture outline
    • Screen Buffers
    • Framebuffer objects
    • Kernels
    • Rendering Engine Study

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

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!