Hardware & Making

Introduction to OpenGLES and GLSL programming

Meitner
folkert
This foundation talk describes the basic concepts of the OpenGLES 2.0 real-time rasterizer. We will explain the different stages of the rendering pipeline, briefly introduce the mathematics involved, show the boilerplate code required to setup an OpenGLES program, and finally look at the real fun stuff, which is the GLSL language used in vertex and fragment shaders.
From notebooks and smartphones to embedded systems and game consoles, every modern computing platform contains chips for hardware accelerated 3d rendering. The OpenGL standard and API describes the drawing directives provided by these chips and is used to compose and animate user interfaces and to render interactive virtual scenes. Basically, every pixel that you see has been processed by an OpenGL pipeline. Engines like Unity3d provide a convenient way to describe and render threedimensional scenes without having to deal with the low level drawing directives. But this convenience makes it difficult to understand the path by which your logic becomes pixels, and coding closee to the hardware can be a lot of fun. This foundation talk describes the basic concepts of the OpenGLES 2.0 real-time rasterizer. We will explain the different stages of the rendering pipeline, briefly introduce the mathematics involved, show the boilerplate code required to setup an OpenGLES program, and finally look at the real fun stuff, which is the GLSL language used in vertex and fragment shaders. After watching this talk, you will have a better understanding of the pipelines that are used to create the pixels on your screen. If you already know a high-level programming language such as C/C++, Java or Go, the examples provided will help you get started with coding your own 3d app, game or demo.

Additional information

Type lecture
Language English

More sessions

8/21/19
Hardware & Making
Lukas "cube" Hannen
Meitner
Die CCC-family geht campen, das heisst der Knoten wird ausnahmsweise vom abstrakten mathematischen Konzept zur ganz realen Anwendung von Seil und Schnur. Was da alles schiefgehen kann, wo Knoten herkommen und wer sie verwendet wird hier kurz und knackig bearbeitet.
8/21/19
Hardware & Making
Curie
8/21/19
Hardware & Making
Trammell Hudson
Curie
<a href="https://github.com/osresearch/spispy">spispy</a> is an open source hardware tool for emulating SPI flash chips that makes firmware development and boot security research easier. In this talk we'll discuss the challenges of interfacing on the SPI bus and emulating SPI devices, as well as demonstrate how to use it quickly debug issues with coreboot and how we used spispy to discover a critical class of TOCTOU vulnerabilities in secure boot systems like Intel BootGuard.
8/21/19
Hardware & Making
Jarkman
Meitner
I’ve made several interactive hackercamp installations over the years. I’ll talk about how they work, how they were made (generally very cheaply), about how people found ways to interact with them, and about what I’ve learned about experience design from them. And about where you can find the source code, obviously.
8/21/19
Hardware & Making
LaForge
Curie
It's tempting to buy a SDR device like a LimeSDR or USRP family member in the expectation of operating any wireless communications system out there from pure software. In reality, however, the SDR board is really only one building block. Know the limitations and constraints of your SDR board and what you need around it to build a proper transceiver.
8/22/19
Hardware & Making
Paul Gardner-Stephen
Curie
Removing the barriers to making network independent mobile communications.
8/22/19
Hardware & Making
Nicole Faerber
Curie
Motivation and challenges building a mobile phone that respects your freedom, privacy and digital rights - and is hackable. This talk will present a summary of a two year journey, which is still ongoing.