BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:Australia/Brisbane
X-LIC-LOCATION:Australia/Brisbane
BEGIN:STANDARD
DTSTART:19920301T030000
TZOFFSETFROM:+1100
TZOFFSETTO:+1000
TZNAME:AEST
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BEGIN:VEVENT
DTSTAMP:20191203T080627Z
LOCATION:Mezzanine Meeting Room M2
DTSTART;TZID=Australia/Brisbane:20191117T141500
DTEND;TZID=Australia/Brisbane:20191117T180000
UID:siggraphasia_SIGGRAPH Asia 2019_sess153_crs_125@linklings.com
SUMMARY:An Interactive Introduction to WebGL
DESCRIPTION:Course\n\nAn Interactive Introduction to WebGL\n\nAngel, Angel
 , Shreiner\n\nOpenGL and its derivatives including WebGL are the most wide
 ly available APIs for creating interactive computer graphics applications 
 across all major platforms.  Their uses span virtually all application are
 as and reveal the most up-to-date features of modern graphics hardware.\n\
 nIn recent years, OpenGL has undergone numerous updates that have fundamen
 tally changed how programmers interact with the application-programming in
 terface (API).  Over the past four years, there has been extraordinary int
 erest in WebGL, the JavaScript implementation of OpenGL ES 2.0. WebGL is f
 ully shader-based and allows applications to be hosted on Web servers, but
  execute locally in a Web browser.  WebGL applications can use the full po
 wer of the local GPU, and its integration with the wealth of Web packages 
 and technologies allows the creation of complex and engaging Web-based app
 lications. Although WebGL is “simpler” than recent versions of desktop Ope
 nGL, there are some significant differences between using WebGL and deskto
 p OpenGL. Working within a browser brings up a variety of issues have not 
 been covered in previous introductory courses. \n\nThis course provides an
  accelerated introduction to programming with WebGL. This course starts wi
 th an overview of the WebGL pipeline, focusing on the basic shader-based p
 ipeline Participants will see complete examples that include the required 
 shaders and the interface to the application program. We will discuss some
  of the key differences between working with WebGL and desktop OpenGL and 
 survey advanced applications of the API.\n\nAn introductory OpenGL course 
 has been a popular offering at SIGGRAPH for over 15 years. Four years ago,
  the course was switched from desktop OpenGL to WebGL at both SIGGRAPH and
  SIGGRAPH Asia. The updated course proposed here should appeal to not only
  attendees who have not programmed graphics applications but also to exper
 ienced desktop OpenGL programmers who are considering switching over to We
 bGL.\n\nRegistration Category: Platinum Pass, Full Conference Pass, Full C
 onference One-Day Pass
URL:https://sa2019.conference-program.com/presentation?id=crs_125&sess=ses
 s153
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