Udemy - High-Performance 3D Graphics Programming - Modern OpenGL

seeders: 28
leechers: 5
Added 4 days ago by freecoursewb in Other

Download Fast Safe Anonymous
movies, software, shows...

Files

Udemy - High-Performance 3D Graphics Programming - Modern OpenGL (Size: 1.4 GB)
  Bonus Resources.txt 102.4 B
  Get Bonus Downloads Here.url 204.8 B
  ~Get Your Files Here !
  1 - Videos
  1. Introduction.mp4 84.1 MB
  10. Module 9 Compute Shaders & GPU Data Engineering.mp4 91.1 MB
  11. Module 10 Sovereign Deployment & Autonomous Orchestration.mp4 88.2 MB
  12. Conclusion.mp4 135.4 MB
  2 - Labs
  100. Lab 88 Dynamic Surface Reconstruction Marching Cubes.html 15.2 KB
  101. Lab 89 Advanced Profiling GPU Queries and Timers.html 14.4 KB
  102. Lab 90 Optimizing the Render Loop for 240Hz Displays.html 14.1 KB
  103. Lab 91 Headless OpenGL Rendering (EGL).html 13.8 KB
  104. Lab 92 Dockerizing the Graphics Pipeline.html 13.9 KB
  105. Lab 93 NVIDIA Container Toolkit and GPU Passthrough.html 13.2 KB
  106. Lab 94 Secure Asset Transmission via mTLS.html 13.3 KB
  107. Lab 95 Deploying Render Nodes on Kubernetes.html 13.4 KB
  108. Lab 96 Data Sovereignty Encrypting Textures at Rest and in Transit.html 14.5 KB
  109. Lab 97 WebGL WebGPU Bridges Streaming the Framebuffer.html 13.7 KB
  110. Lab 98 CI CD for Graphics — Automated Shader Testing and Validation.html 13.6 KB
  111. Lab 99 Telemetry, Logging, and Zero-Failure Fallbacks.html 14 KB
  112. Lab 100 Sovereign, Cloud-Native PBR Engine with Autonomous Orchestration.html 89.6 KB
  13. Lab 1 Architectural Initialization and Secure Context Genesis.html 13.6 KB
  14. Lab 2 Hardware-Rooted Authentication and the GLFW Windowing System.html 14.5 KB
  15. Lab 3 GLAD Integration and the OS-to-GPU Function Pointer Bridge.html 14.5 KB
  16. Lab 4 The Graphics State Machine Memory Allocation and VBO Orchestration.html 13.6 KB
  17. Lab 5 Vertex Array Objects (VAO) and Zero-Failure State Tracking.html 13.9 KB
  18. Lab 6 Element Buffer Objects (EBO) and Memory-Optimized Indexing.html 13 KB
  19. Lab 7 GLSL Compilation and the Secure Shader Build Pipeline.html 13.5 KB
  20. Lab 8 Linking Programs and Validating the Execution Binary.html 13.1 KB
  21. Lab 9 Uniforms Establishing the CPU-to-GPU Communication Bridge.html 12.8 KB
  22. Lab 10 The Deterministic Multi-Colored Triangle.html 14.1 KB
  23. Lab 11 Vector Algebra for High-Performance Graphics.html 14 KB
  24. Lab 12 Matrix Multiplication and Memory-Aligned Memory Layouts.html 14.5 KB
  25. Lab 13 The GLM Mathematics Library and SIMD Optimizations.html 13.6 KB
  26. Lab 14 Translation, Rotation, and Scaling in 3D Space.html 13.5 KB
  27. Lab 15 Spatial Sovereignty The Local, World, and View Coordinate Systems.html 14.2 KB
  28. Lab 16 Projection Matrices Orthographic vs. Perspective.html 13.8 KB
  29. Lab 17 The Z-Buffer and Depth Testing Topologies.html 14 KB
  30. Lab 18 Constructing the First-Person Camera Subsystem.html 14.7 KB
  31. Lab 19 The Rotational Paradigm Shift — Euler Angles, Gimbal Lock.html 14.3 KB
  32. Lab 20 Delta-Time Architecture for Hardware-Agnostic Movement.html 13.2 KB
  33. Lab 21 Fragment Shader Fundamentals and Color Theory.html 13.7 KB
  34. Lab 22 Texture Coordinate Mapping and Interpolation.html 14.5 KB
  35. Lab 23 Texture Filtering, Mipmaps, and Memory Bandwidth.html 13.4 KB
  36. Lab 24 Multi-Texture Binding and Sampler Management.html 14.5 KB
  37. Lab 25 Shader Class Encapsulation for Enterprise Pipelines.html 16.6 KB
  38. Lab 26 Modularizing the Silicon Mind GLSL Preprocessor Directives.html 13.4 KB
  39. Lab 27 The Efficiency Protocol Orchestrating State Changes.html 13.4 KB
  40. Lab 28 Gamma Correction and Linear Color Space Compliance.html 13.7 KB
  41. Lab 29 High Dynamic Range (HDR) Setup and Theory.html 14.2 KB
  42. Lab 30 Procedural Generation Drawing without Textures.html 13.4 KB
  43. Lab 31 The Physics of Light Ambient, Diffuse, and Specular.html 14 KB
  44. Lab 32 Implementing the Phong Reflection Model — The Architecture of Synthetic.html 14.8 KB
  45. Lab 33 The Blinn-Phong Optimization for Specular Highlights.html 14.3 KB
  46. Lab 34 Material Structs Defining Surface Properties in GLSL.html 12.8 KB
  47. Lab 35 Light Structs Encapsulating Emission Data.html 13.2 KB
  48. Lab 36 Directional Lights Simulating the Sun.html 14 KB
  49. Lab 37 Point Lights and Distance-Based Attenuation.html 13.3 KB
  50. Lab 38 Precision Volumetrics & Selective Fragment Elimination.html 14.4 KB
  51. Lab 39 Orchestrating the Multiple Light Setup The Grand Convergence.html 16.8 KB
  52. Lab 40 Milestone The Illuminated Testing Chamber.html 15.8 KB
  53. Lab 41 Introduction to Assimp and the Open Asset Import Library.html 12.5 KB
  54. Lab 42 Parsing Secure Mesh Data from Disk to RAM.html 13.7 KB
  55. Lab 43 Designing the Enterprise Mesh Class.html 15.3 KB
  56. Lab 44 Designing the Model Class for Hierarchical Nodes.html 16.1 KB
  57. Lab 45 Material Extraction and Texture Auto-Loading.html 14.9 KB
  58. Lab 46 Bounding Volumes AABBs and Spheres.html 14.8 KB
  59. Lab 47 Frustum Culling on the CPU Side.html 14.7 KB
  60. Lab 48 Instanced Rendering Drawing 100,000 Asteroids.html 15.2 KB
  61. Lab 49 Sovereign Fleet Orchestration Instanced Arrays and Vertex Divisors.html 14.9 KB
  62. Lab 50 VRAM Governance Memory Profiling and the Zero-Leak Architecture.html 13.5 KB
  63. Lab 51 Custom Framebuffers and Renderbuffer Objects (RBO).html 14.8 KB
  64. Lab 52 Off-Screen Rendering and G-Buffer Architecture.html 15 KB
  65. Lab 53 Post-Processing Inversion and Grayscale.html 14.2 KB
  66. Lab 54 Kernel Effects—Spatial Convolution and Feature Extraction.html 13.7 KB
  67. Lab 55 Multi-Sample Anti-Aliasing (MSAA) Fundamentals.html 14.3 KB
  68. Lab 56 Custom MSAA Framebuffer Resolution.html 14.5 KB
  69. Lab 57 Cubemaps and Environment Mapping.html 13.5 KB
  70. Lab 58 Implementing a Skybox — The Infinite Horizon Protocol.html 15.2 KB
  71. Lab 59 Optical Physics Simulation Reflection and Refraction.html 14.1 KB
  72. Lab 60 Geometry Shaders Exploding Objects and Normal Visualization.html 13.9 KB
  73. Lab 61 Shadow Mapping Theory and the Depth Map.html 14 KB
  74. Lab 62 Rendering the Scene from the Light's Perspective.html 13.5 KB
  75. Lab 63 Shadow Map Bias and Peter Panning Corrections.html 14.6 KB
  76. Lab 64 Over-Sampling and Percentage-Closer Filtering (PCF).html 13.2 KB
  77. Lab 65 Omnidirectional Shadow Maps for Point Lights.html 15.2 KB
  78. Lab 66 Geometry Shaders for Cubemap Shadow Generation.html 15 KB
  79. Lab 67 Normal Mapping Tangent Space and the TBN Matrix.html 15.1 KB
  80. Lab 68 Parallax Mapping for Deep Surface Detail.html 15.2 KB
  81. Lab 69 Steep Parallax Mapping and Self-Shadowing.html 14.1 KB
  82. Lab 70 Screen Space Ambient Occlusion (SSAO) Theory and Implementation.html 15.9 KB
  83. Lab 71 The Microfacet Model and Energy Conservation.html 14.3 KB
  84. Lab 72 The Cook-Torrance BRDF and the Rendering Equation.html 14.9 KB
  85. Lab 73 Albedo, Metallic, Roughness, and AO Maps.html 14.4 KB
  86. Lab 74 Direct Lighting in a PBR Environment.html 15.8 KB
  87. Lab 75 Image Based Lighting (IBL) Overview.html 13.8 KB
  88. Lab 76 Irradiance Mapping and Diffuse IBL.html 15.4 KB
  89. Lab 77 The Pre-Filter Environment Map for Specular IBL.html 15.1 KB
  90. Lab 78 Generating the BRDF Integration Map.html 16.3 KB
  91. Lab 79 The Grand Synthesis – Merging Direct and Indirect PBR Lighting.html 15.1 KB
  92. Lab 80 Milestone The Photorealistic Material Showcase.html 14.8 KB
  93. Lab 81 Compute Shader Genesis and Work Groups.html 14.6 KB
  94. Lab 82 Shader Storage Buffer Objects (SSBO).html 13.7 KB
  95. Lab 83 CPU-GPU Synchronization and Memory Barriers.html 13.6 KB
  96. Lab 84 High-Performance GPU Particle Systems.html 14.2 KB
  97. Lab 85 Compute-Driven Frustum Culling.html 14.9 KB
  98. Lab 86 Parallel Reduction Algorithms on the GPU.html 14.7 KB
  99. Lab 87 Image Processing via Compute Shaders.html 14.3 KB
  2. Module 1 Sovereign Environment & Pipeline Genesis.mp4 120.2 MB
  3. Module 2 Mathematical Bedrock & Spatial Transformations.mp4 146.8 MB
  4. Module 3 Advanced Shader Architecture & Memory Boundaries.mp4 133.7 MB
  5. Module 4 Deterministic Illumination Models.mp4 98.7 MB
  6. Module 5 Asset Orchestration & Sovereign Memory Management.mp4 90.6 MB
  7. Module 6 Framebuffer Topologies & Post-Processing.mp4 97.7 MB
  8. Module 7 Advanced Shadow Topography & Depth.mp4 168 MB
  9. Module 8 Physically Based Rendering (PBR).mp4 129.8 MB

Description


High-Performance 3D Graphics Programming : Modern OpenGL
https://WebToolTip.com
Published 5/2026

Created by Bayt Al Hikmah

MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch

Level: Intermediate | Genre: eLearning | Language: English | Duration: 112 Lectures ( 8h 54m ) | Size: 1.35 GB
From Local Rendering to Cloud-Native GPU Systems: Master Compute Shaders, PBR, mTLS, and Headless Kubernetes.
What you'll learn

⚡ Architect production-grade graphics contexts and secure, hardware-rooted windowing pipelines using GLFW and GLAD.

⚡ Orchestrate low-level VRAM allocation vectors by designing zero-failure state tracking models with VAOs, VBOs, and EBOs.

⚡ Optimize spatial manipulation logic through high-performance vector algebra, perspective projections, and SIMD-aligned transformation matrices.

⚡ Compile modular, enterprise-encapsulated GLSL shader builds featuring strict preprocessor directives and linear color-space gamma gates.

⚡ Engineers photorealistic simulation environments by deriving the full Cook-Torrance PBR rendering equation and Image-Based Lighting (IBL).

⚡ Manipulate complex geometry structures using Shader Storage Buffer Objects (SSBOs) and parallel compute shader reduction loops.

⚡ Execute headless, off-screen hardware rendering pipelines leveraging EGL within secure, containerized architectures.

⚡ Isolate proprietary CAD and mesh telemetry through mTLS-secured Kubernetes distribution trees running over live GPU passthroughs.

⚡ Survive a comprehensive 12-hour disaster recovery evaluation by assembling a fault-tolerant, auto-scaling rendering microservice entirely from scratch.
Requirements

❗ Operating System: Access to a modern Linux workstation (Ubuntu 22.04/24.04 LTS or similar with native NVIDIA drivers), macOS, or a Windows 11 host configured with WSL2.

❗ Hardware Profile: A dedicated GPU supporting at least OpenGL 4.3 core profile (NVIDIA Pascal or newer, AMD GCN 2nd Gen or newer). Intel integrated graphics are discouraged for the advanced compute shader modules.

❗ Software Stack: A local C++ compiler toolchain (GCC 12+, Clang 15+, or MSVC 2022) supporting C++20 or newer. Docker and Minikube/Kind must be accessible by Module 10.

❗ Prior Knowledge: Intermediate proficiency in C++ object-oriented paradigms (pointers, references, memory management) and basic linear algebra concepts (vectors, matrices). No prior graphics or systems-engineering background is required; the curriculum systematically bridges the gap from low-level state genesis to enterprise cloud scale.

Related Torrents

torrent name size uploader age seed leech
0
0
0
0
2