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Introduction

A Birds-Eye View on Visual Computing

Historical Perspective

The history of computer graphics is short:

Things to be Covered in this Course

APIs for Computer Graphics

To prevent a typical misunderstanding: Note that API = Application Programming Interface = the actual set of functions/classes/..., not its documentation.
 
OpenGL 2.0 DirectX 9.0c
designed by committee ("ARB") proprietary: Microsoft
available on every major platform; OpenGL ES for embedded systems such as PDAs and game consoles Windows-only
only graphics commands also includes 2D, input devices, etc.
common binding: C; many other bindings available, in particular jogl for Java C++ and (through the OO wrapper Managed DirectX) all .NET-based languages ("managed code")
partial debugging and software emulation support in some drivers SDK offers debugging mode and contains full-featured reference implementation with emulation in software
strong backward compatibility (i.e., old-fashioned?); however, the next release may break the backward compatibility for the first time often redesigned with little backward compatibility (i.e., modern?); coming next: DirectX9EX and DirectX10 in Windows Vista
some helpers, but not many contained in the standard lots of helpers: object simplification, shader effects, soft shadows, ...
vendor-specific extensions, lead to (many?) incompatibilties capability flags, lead to (fewer?) incompatibilities; introduction of new features requires new version of DirectX

Organizational Stuff