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State-of-the-Art OpenGL with Qt (Waltham, MA, USA)

13 February - 17 February


Course description

This 5-day, hands-on course provides an introduction to modern OpenGL using programmable shader pipelines. It introduces the use of the Qt framework for infrastructure and support to quickly achieve highly efficient and visually appealing, state-of-the-art, interactive graphics applications. The class covers basic topics such as handling of geometry, graphics pipeline, transformations as well as advanced topics such as vertex, fragment and geometry shaders and their applications. Qt and C++ based Labs are designed to let participants experiment with OpenGL easily in order to deepen the understanding of the material.

Course Availability: On-site, Open Enrollment

Duration: 5 days

Early bird registrations: $2495*
Standard price: $2995

Dates and Course Locations: 

  • February 13, 2017 to February 17, 2017 – Waltham, MA

Course Prerequisites

  • Working knowledge of C++ programming
  • Basic knowledge of GUI programming
  • Previous experience with OpenGL and/or Qt is not required

Course Outline

Qt Fundamentals

  • Core Classes
  • String Handling
  • Container Classes
  • File Handling
  • Command Line Parsing
  • Lab: File I/O, Text Manipulation, and Command Line Parsing
  • Objects
  • Qt’s Object Model
  • Variants
  • Properties and MetaProperties
  • ANSI-Style Typecasts
  • Signals & Slots
  • QTimers
  • Event Handling
  • QtQuick Controls to Replace Qt Widget Section
  • QApplication, Resources, etc..

Part 1 – The Basic

  • What is OpenGL
  • Steps to Render a Scene with OpenGL
  • Qt’s OpenGL Support
  • OpenGL Rendering Pipeline
  • Shaders
  • Labs: Contexts and Windows, Draw Triangles

Part 2 – Qt Refresher

  • Lab: Wavefront .obj File Reader (Relevant to the Rest of the Course)

Part 3 – GLSL

  • OpenGL Shading Language in Detail
  • Lab: Rectangles, Grids

Part 4 – A Day at the Movies

  • Vertices and Vectors
  • Models and Cameras, the Model-View Transformation
  • Demo Programs
  • Matrices
  • Depth and Culling
  • Simplest Possible Light Model
  • Lab: Three Dimensional Objects

Part 5 – Directing the Scene

  • Primitives
  • Indexed Drawing
  • Vertex Array Objects (VAO)
  • Handling Multiple Components of Objects
  • Lab: Three Dimensional Scenes

Part 6 – Let there be Light

  • Let There be Light (at the End of the Tunnel?)
  • Lab: Diffuse Light Model, ADS (Phong) Light Model, Multiple Lights

Part 7 – Textures

  • Texture Basics
  • Textures, Images, Samplers
  • Multiple Textures
  • Qt Support for Textures
  • CubeMap
  • Labs: Multiple Textures, Cube Map

Part 8 – More Textures

  • Textures Advanced
  • FrameBuffer Objects
  • Lab: Framebuffer Objects

Part 9 – Advanced OpenGL

  • Geometry Shaders
  • Vertex Displacement Shaders
  • Animating Textures
  • Image Based Techniques
  • Procedural Texturing with Noise
  • Mapping Explained, Specular, Occlusion, Alpha, Environment, Bump
  • Labs

Part 10 – More Advanced OpenGL

  • More Advanced Topics (Spotlight, Fog, Smoke, Shadows, Cartoon Shading)
  • Reflection and Refraction with Cubemaps
  • Point Sprites
  • Transform Feedback and Particle Systems
  • Instanced Rendering

Part 11 – Timing is Everything

  • QtOpenGLExtensions Module
  • OpenGL Debugging and Timing with Qt

Part 12 – Qt and OpenGL

  • Integration of OpenGL and QtQuick, Custom OpenGL QQuickItem
  • QPainter on QOpenGLPaintDevice

Qt 3D Part 13 – Optimizations

  • Best Practices
  • GLSL Optimizations
  • Vertex Specification Best Practices
  • Common Mistakes
  • Convert GL 3.3 to GLES 2.0

Download Course Description

* Early bird pricing expires one month before the start date for each course.

Note: This course is being conducted by ICS, a certified Qt Partner.


13 February
17 February
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Various, United States

Please contact us if you have any questions.