Topics |
- History of OpenGL, Rendering Pipelines
- Graphic primitives, convex, concave, planar, NURB, Voxel
- Display Lists, Vertex Arrays, Buffer Objects
- Coordinate System, Uniform Coordinates, Transformations, Projection, Clipping, Viewport
- Occlusion, z-Buffer
- Color Models (RGBA, CMYK, HSV), Color Mixture, Fog
- Anti-Aliasing: Aliasing, Sampling Theorem, Area Sampling, Accumulation Buffer, Multisample Anti Aliasing
- Shader: Vertex-Shader, Fragment-Shader, Tesselation, Geometry Shader, GLSL
- Lighting: Ray Tracing, Radiosity, Diffuse / Specular / Ambient / Emissive, Material, Light Sources, Normal Vectors
- Shading: Flat Shading, Gouraud Shading, Phong Shading
- Textures: Texture Coordinates, Texure Mapping, Texture-Filter, Mipmaps, Texture Wraps, Bump-Mapping, Multipass Rendering
- Shadows: hard / soft, umbra / penumbra, Shadow Mapping, Depth Bias, Cascaded Shadow Mapping, Ambient Occlusion, Billboards, Volumetric Shadows
- Double Buffering, Animation, inverse kinematics , Morphing, Particles
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