Los Angeles Convention Center, Room 408B
Shader programming has become an indispensable part of graphics application development, but learning to program shaders is difficult, and understanding the effect of shader parameters is even more challenging. This course presents shader development from an interactive standpoint.
Topics include vertex, fragment, geometry, and tessellation shaders; shader-specific theory; the GLSL 4.x shader language; the graphics pipeline; which features are exposed in shaders; and how shaders fit into pipeline operations. Examples of each class of shaders are introduced and used to discuss details of shader concepts. Though many attendees will not yet have compatible hardware for the recently released OpenGL 4.x and GLSL 4.x specifications, the course explains their new features and functions. Attendees receive free copies of glman, which makes learning shaders easier by speeding the experimental cycle.
Welcome and Overview
Review of the Graphics Pipeline
Basic Shader Concepts
Introduction to GLSL
Geometry and Tessellation Shaders
Some knowledge of graphics programming and OpenGL. This prerequisite can be fulfilled by completing the course titled Introduction to Modern OpenGL on Monday.
Graphics software developers who need to write shader code and faculty members who need to teach it.
Oregon State University