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Geometric Possibilities
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Classroom Contents
Building a VR Sandbox for Android - Rapid Prototyping Techniques
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- 1 Intro
- 2 Ecosystem
- 3 Dizzy?
- 4 Minimum Effective Dose Geometry, math and core 3d concepts
- 5 Euclidean Space
- 6 Vertices (plural of...)
- 7 Primitives
- 8 Models
- 9 Transforms
- 10 Linear Algebra
- 11 Projections and cameras
- 12 Simple Lighting Ambient and Diffuse
- 13 Normals
- 14 Vertices and OpenGL Attributes Getting ahead of ourselves...
- 15 OpenGL Pipeline
- 16 Vertex - Fragment How we move from vertex to pixels
- 17 Power of Parallel Processing
- 18 Vanilla Android OpenGL
- 19 Threading
- 20 Cardboard SDK
- 21 Step 2.2
- 22 Step 3
- 23 Done with the setup! Let's draw...
- 24 Basic Light Model
- 25 Vertex Shader v2
- 26 Stereo Renderer.onNewFrame
- 27 Basic Live Publishing Tools
- 28 Realtime Reconfiguration
- 29 Iterative Geometry
- 30 Deformations
- 31 Fragment Shader
- 32 Texture Mapping
- 33 Geometric Possibilities
- 34 Distance field Texture Maps
- 35 Full Screen Fragment Rendering
- 36 Tilt-to-Exit
- 37 Head Tracking
- 38 ACTIVISION PITFALL! VIDEO GAME CARTRIDGE
- 39 Guided Experiences
- 40 Time for an Upgrade!