OpenGL

Lecture 9 Introduction to Modern OpenGL

Three part lecture series introducing Modern OpenGL

Lecture 10 The OpenGL Shading Language API

Introduction to the OpenGL Shader API

Lecture 11 Introduction to Modern OpenGL

Introduction to Modern OpenGL

Lecture 12 The OpenGL Shading Language API

The OpenGL Shading Language API

Lecture 13 The OpenGL Shading Language

The OpenGL Shading Language

Lecture 11 The OpenGL Shading Language

The OpenGL Shading Language

Lecture 14 Transformations and The Virtual Camera

Transformations in Modern OpenGL

Lecture 12 Transformations and The Virtual Camera

Transformations in Modern OpenGL

Lecture 15 Shading Models

An introduction to Shading Models in OpenGL

Lecture 13 Shading Models

An introduction to Shading Models in OpenGL

Lecture 16 Textures

An introduction to Texturing and Image I/O

Lecture 14 Textures

An introduction to Texturing and Image I/O

Lecture 15 Advanced OpenGL

Advanced OpenGL techniques

Marilyne Bassoulou

This project focuses on designing and implementing an interactive shader editor that can be used by developers and artists. The goal is to present a tool that supports users in compiling and manipulating shaders, with the added benefit of real-time visual feedback.

PointViz (or doing the ASE assignment) Week 1

The ongoing saga of my doing the ASE assignment

PointViz (or doing the ASE assignment) Week 2

The ongoing saga of my doing the ASE assignment

PointViz (or doing the ASE assignment) Week 3

The ongoing saga of my doing the ASE assignment

PointViz (or doing the ASE assignment) Week 4

The ongoing saga of my doing the ASE assignment

PointViz (or doing the ASE assignment) Week 5

The ongoing saga of my doing the ASE assignment

PointViz (or doing the ASE assignment) Week 6

The ongoing saga of my doing the ASE assignment

Josh Bailey

The nature of this project was to design and implement an interactive shader editor that is equally accessible to both programmers and artists. The tool provides users with the choice between a code or node editor, to develop fragment shaders. The former requires previous GLSL experience, with users expect to code their shaders from scratch. However, the latter requires no previous programming experiences and takes advantage of a node-based editor, using a pre-implemented Ray Marching algorithm.

Optimising a simple 2D grid simulation

This post will take a simple simulation and using modern Programming and Graphics techniques optimise it for speed and efficiency.

Eimear Crotty

Vulkan is a low-level graphics and compute API which aims to provide users with faster draw speeds by removing overhead from the driver. The user is expected to explicitly provide the details previously generated by the driver. The resulting extra code can be difficult to understand and taxing to write for beginners, leading to the need for a helper library.