Fall 2005
- Note
- This page is maintained as an archival record of the course shown above, and as such, some links on this page may no longer be valid nor accessible. They are kept here as a record of the resources that were available at the time of the course offering.
All materials are in PDF. Sorry, you won’t find source code or solutions here; contact me directly for those.
- Syllabus
- Assignments
- Handouts
- 0901: OpenGL Quick Start
- The Keck lab houses floyd, a Sun Fire workstation running Solaris 9 and a widescreen, 1920⨉1200 LCD monitor. This guide will help you with getting OpenGL and GLUT to compile and run on it.
- 0906: Animation Quick Start
- 0908: Lights, Camera, Action!
- 0915: Texture Mapping
- 0920: Java Quick Start
- 0927: Graphics = Light = Color = Memory
- 1004: The Math of Space
- 1006: Transforms: More Than Meets the Eye
- 1018: Application Structure (Model-View-Controller)
- 1018: Use Case Modeling
- 1018: Structural Modeling Concepts
- 1020: 3D Object Modeling
- 1101: Projection
- 1108: Look At
- 1110: Shadows on the Ground
- 1115: Unproject Explained
- 1122: Clipping
- 1129: Hidden Surface Removal
- 1201: Polygons and Shading
- 1206: Alternative Rendering Approaches
- 1208: Final Review Sheet
Related External Links
These links take you to Web sites beyond this server. The sites are in no particular order or bias, just “as they came to mind.”
- The OpenGL home page
- What’s New in OpenGL 2.0
- Getting Started with Coding OpenGL
- The JOGL home page
- Sun’s Core Java Technologies Tech Tip on JOGL
- Chris Adamson’s article on Jumping into JOGL
- The Java3D home page
- The Swing Connection
- Nate Robin’s OpenGL Tutorials
- The MAME (Multiple Arcade Machine Emulator) home page
- Cay Horstmann’s tips on Moving from Java to C++
- Wikipedia: A good starting point for virtually any concept lookup