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Computer Science
Computer Graphics and Visualization
OpenGL Graphics Library
1. Introduction to OpenGL
2. Development Environment Setup
3. OpenGL Fundamentals
4. Graphics Rendering Pipeline
5. Vertex Data and Drawing
6. Shaders and GLSL
7. Coordinate Systems and Transformations
8. Texturing
9. Lighting and Shading
10. Advanced Texturing Techniques
11. Model Loading and Rendering
12. Advanced Rendering Techniques
13. Framebuffers and Off-Screen Rendering
14. Advanced Lighting Techniques
15. Post-Processing Effects
16. Instanced Rendering
17. Geometry and Tessellation Shaders
18. Performance Optimization
19. Debugging and Error Handling
13.
Framebuffers and Off-Screen Rendering
13.1.
Framebuffer Concepts
13.1.1.
Default Framebuffer
13.1.2.
Custom Framebuffers
13.1.3.
Framebuffer Objects
13.2.
Framebuffer Creation
13.2.1.
FBO Generation
13.2.2.
Framebuffer Binding
13.2.3.
Attachment Points
13.3.
Framebuffer Attachments
13.3.1.
Color Attachments
13.3.2.
Depth Attachments
13.3.3.
Stencil Attachments
13.3.4.
Depth-Stencil Attachments
13.4.
Renderbuffer Objects
13.4.1.
Renderbuffer Creation
13.4.2.
Renderbuffer Storage
13.4.3.
Attachment to Framebuffer
13.5.
Texture Attachments
13.5.1.
Texture as Color Buffer
13.5.2.
Texture as Depth Buffer
13.5.3.
Multiple Render Targets
13.6.
Framebuffer Completeness
13.6.1.
Completeness Checking
13.6.2.
Common Incompleteness Issues
13.7.
Off-Screen Rendering Applications
13.7.1.
Render to Texture
13.7.2.
Shadow Mapping
13.7.3.
Post-Processing Effects
13.7.4.
Reflections and Refractions
13.8.
Multiple Render Targets
13.8.1.
MRT Setup
13.8.2.
Fragment Shader Outputs
13.8.3.
Deferred Rendering
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14. Advanced Lighting Techniques