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The Opengl Pipeline

11:06

The Vertex Shader

12:57

Vertex Shader Shape Assembly and the Fragment Shader

16:00

Vertex Buffer Object

20:56

Vertex Attributes

21:49

Attribute Pointers

27:01

Vertex Attribute Pointers

27:45

Vertex Array Object

29:14

Vertex Array Objects

30:18

The Vertex Shader

31:57

Shape Assembly

35:36

Polygon Rendering

36:15

Element Buffer Objects

43:44

Element Buffer Object

46:34

Geometry Shader

53:16

Rasterization

54:12

Frame Buffer

59:03

Fragment Shader

1:01:23

Content of the Assignment

1:04:18

Animation

1:05:22

Rendering Pipeline Overview

1:11:18

Tessellation

1:11:34

Primitive Assembly

1:12:11

Tests and Blending

1:12:28

Main Function for the Vertex Shader Would Run On As Many Gp or Gpu Cores at once as Possible

1:13:19

Vertex Array

1:17:32

Linear Interpol Interpolation

1:26:10

Textures

1:26:43

Early Games Mario

1:27:12

Uv Mapping

1:31:31

Fragment Interpolation

1:38:49

Aliasing

1:43:37

Anisotropic Filtering

1:43:45

3d Textures

1:50:05

Dlss

1:56:00

Msi Afterburner

2:01:17
COMP3421/9415 Computer Graphics Term 3 2021 Lecture 3
Introduction to 2D Graphics. This lecture we're going to look at how we work with 2D objects in Graphics. This is our first step into the realm of Polygon Rendering where we'll be looking at how OpenGL takes vertex, colour and texture information and turns it into colours for pixels.

Follow along using the transcript.

Marc Chee

1.61K subscribers