Technical Director & Creative Technologist #1: Real-Time 3D Programming.
This course introduces students to modern real-time 3D programming using C++ and OpenGL 4.6, with a focus on programmable shaders (vertex, fragment, and compute). Students learn to design and implement a small rendering framework from scratch using CMake and vcpkg, while exploring advanced OpenGL features such as Direct State Access (DSA), debug and performance tools, and compute shaders for parallel GPU workloads.
By the end of the course, students will have built a functional, optimized 3D application that demonstrates a complete real-time rendering pipeline.
This module is part of the Technical Director & Creative Technologist track.
It bridges the gap between creative coding and technical direction by providing the foundation for real-time engine development and GPU programming. Students are expected to write clean, modular C++ code, understand the modern OpenGL 4.6 API, and use professional tools such as RenderDoc and CMake.
The course emphasizes autonomy, reproducible build environments, and performance diagnostics — preparing students for advanced graphics, XR, or engine programming modules later in the curriculum.
At the end of the course, students will be able to:
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Initialize and configure a modern OpenGL 4.6 context using C++ and CMake.
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Write and integrate vertex, fragment, and compute shaders in GLSL.
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Use Direct State Access (DSA) for efficient GPU resource management.
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Implement real-time rendering techniques including geometry, materials, lighting, and post-processing.
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Apply OpenGL debug and performance counter tools for profiling and optimization.
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Build and package a complete graphics application with CMake and vcpkg.
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Document and present a working demo showcasing visual quality and technical rigor.