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Open Graphics Library(OpenGL)
Presented by
Abu Sayem
Dept.of CSE,PUST
OVERVIEW
1. What is OpenGL
2. Why we use computer Graphics
3. CRT
4. OpenGL in Decade
5. Advantages of OpenGL
6. OpenGL on Windows
7. DirectX
8. The new OpenGL
9. Software Pipeline
10. Requirements
What is OpenGL
 OpenGL is a software interface that allows a
programmer to communicate with graphics hardware.
Why we use CG
 computer graphics are used to give more effects or
more picture quality and also improves the
performance in some games or applications.
Cathode Ray Tube
 In 1897, Ferdinand Braun invented the CRT (Cathode
Ray Tube) in Germany as a type of vacuum tube whose
purpose was to display an image onto a screen.
 CRTs allowed the operators to instantly see the output
of a computer program without having to interpret
punch cards, rows of lamps or sort through reams of
printouts.
 CRTs were already being used for television and
oscilloscope output.
OpenGL in Decade
 Silicon Graphics (commonly referred to as SGI) was a
company founded in 1981 that specialized in 3D
computer graphics and developed software and
hardware specifically for this purpose.
 In the early 1990s, SGI was the market leader in 3D
graphics workstations because of their high
performance hardware and easy to use software.
Advantages of OpenGL
 OpenGL is supported across many platforms and
devices.
 The greatest advantage that OpenGL provides to
implementers is its support for extensions.
 OpenGL is portable.
 - OpenGL has more detailed documentation than
Direct3D.
OpenGL on Windows
 OpenGL was already being implemented on UNIX
based workstations when Microsoft entered the
market with their workstation operating system,
Windows NT in 1993.
 Windows NT introduced features that are still being
used today, such as the Win32 API for creating
Windows applications.
DirectX
 Microsoft had to acquire a company named
RenderMorphics in 1995, who produced a 3D graphics
API called Reality Lab.
 This API was renamed and shipped as Direct3D in an
SDK (Software Development Kit) called DirectX that
bundled a few other game development-specific APIs
as well:
 DirectDraw for drawing fast 2D graphics.
 DirectInput for capturing joystick input.
 DirectPlay for networking and communication.
The new OpenGL
 It was announced at the 2006 SIGGRAPH that
OpenGL would be managed by the Khronos Group in
the future instead of SGI.
 The Khronos Group is a consortium of hardware and
software vendors with a vested interest in OpenGL
that focuses on the creation and maintenance of open
standards APIs.
Software Pipeline
 The first is the Application layer, which is your
program, the program that invokes drawing
commands.
 The next layer is the Abstraction layer, which
contains the OpenGL or Direct3D API
implementations.
 The abstraction layer passes its commands to the
Device Driver, a software communication layer to the
hardware.
Requirements
System Requirement:
 If you own an NVIDIA GPU, it must at least be in the
Fermi family of products, starting with the GeForce GTX
400 series.
 If you own an AMD/ATI GPU, it must at least be in the
Radeon HD 5000 series.
Software Requirements:
. The main thought behind OpenGL is portability, so the
code mentioned in the book will be portable across
multiple platforms as well.
Thanks to all

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Slideshare

  • 1. Open Graphics Library(OpenGL) Presented by Abu Sayem Dept.of CSE,PUST
  • 2. OVERVIEW 1. What is OpenGL 2. Why we use computer Graphics 3. CRT 4. OpenGL in Decade 5. Advantages of OpenGL 6. OpenGL on Windows 7. DirectX 8. The new OpenGL 9. Software Pipeline 10. Requirements
  • 3. What is OpenGL  OpenGL is a software interface that allows a programmer to communicate with graphics hardware.
  • 4. Why we use CG  computer graphics are used to give more effects or more picture quality and also improves the performance in some games or applications.
  • 5. Cathode Ray Tube  In 1897, Ferdinand Braun invented the CRT (Cathode Ray Tube) in Germany as a type of vacuum tube whose purpose was to display an image onto a screen.  CRTs allowed the operators to instantly see the output of a computer program without having to interpret punch cards, rows of lamps or sort through reams of printouts.  CRTs were already being used for television and oscilloscope output.
  • 6. OpenGL in Decade  Silicon Graphics (commonly referred to as SGI) was a company founded in 1981 that specialized in 3D computer graphics and developed software and hardware specifically for this purpose.  In the early 1990s, SGI was the market leader in 3D graphics workstations because of their high performance hardware and easy to use software.
  • 7. Advantages of OpenGL  OpenGL is supported across many platforms and devices.  The greatest advantage that OpenGL provides to implementers is its support for extensions.  OpenGL is portable.  - OpenGL has more detailed documentation than Direct3D.
  • 8. OpenGL on Windows  OpenGL was already being implemented on UNIX based workstations when Microsoft entered the market with their workstation operating system, Windows NT in 1993.  Windows NT introduced features that are still being used today, such as the Win32 API for creating Windows applications.
  • 9. DirectX  Microsoft had to acquire a company named RenderMorphics in 1995, who produced a 3D graphics API called Reality Lab.  This API was renamed and shipped as Direct3D in an SDK (Software Development Kit) called DirectX that bundled a few other game development-specific APIs as well:  DirectDraw for drawing fast 2D graphics.  DirectInput for capturing joystick input.  DirectPlay for networking and communication.
  • 10. The new OpenGL  It was announced at the 2006 SIGGRAPH that OpenGL would be managed by the Khronos Group in the future instead of SGI.  The Khronos Group is a consortium of hardware and software vendors with a vested interest in OpenGL that focuses on the creation and maintenance of open standards APIs.
  • 11. Software Pipeline  The first is the Application layer, which is your program, the program that invokes drawing commands.  The next layer is the Abstraction layer, which contains the OpenGL or Direct3D API implementations.  The abstraction layer passes its commands to the Device Driver, a software communication layer to the hardware.
  • 12. Requirements System Requirement:  If you own an NVIDIA GPU, it must at least be in the Fermi family of products, starting with the GeForce GTX 400 series.  If you own an AMD/ATI GPU, it must at least be in the Radeon HD 5000 series. Software Requirements: . The main thought behind OpenGL is portability, so the code mentioned in the book will be portable across multiple platforms as well.