| 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 |
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.
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