CUDA 프로그래밍 (1) - C/C++/GPU 병렬 컴퓨팅 - CUDA 커널 kernel
드립커피+한모금더
✅ 전체 (1) ~ (6)의 시리즈 중, (1) CUDA 커널(kernel) 실제로 만들기 ✅ NVIDIA GPU + CUDA 프로그래밍을 기초부터 차근차근 설명합니다. ✅ C++/C 언어로 배열/행렬/이미지처리/통계처리/정렬 등을 병렬 컴퓨팅으로 매우 빠르게 처리합니다.
중급이상
CUDA, GPU, 병렬 처리
✅Upgraded "3D Graphics, Shaders, OpenGL for Game Developers" series open ✅For new lecture applications, please use the new series.

Game Engine / Client-side 3D Graphics Core Features
3D Graphics Basics + Math + Shader Implementation Code
OpenGL Shader Language (GLSL) + Game Engine Algorithm
This lecture is - Part (0) - Introduction to 3D Graphics Systems
Learn in theory, implement in code
3D Graphics Programming with OpenGL!
The "OpenGL Shader 3D Graphics Programming" course teaches you how to create vibrant 3D graphics using the GLSL programming language . The course is structured to provide both theoretical and practical knowledge of 3D graphics programming, based on OpenGL, which is widely used in various fields.
👉 If you're interested in 3D graphics programming, take this course to become a 3D graphics master!
Those who want to systematically study the basic theory of 3D graphics, 3D coordinate system, camera simulation, etc.
Those who want to write 3D graphics output programs , such as game rendering engines, using OpenGL
Anyone who wants to understand GLSL shader language, which is widely used on PCs, mobile phones, and the web.
Anyone who wants to understand the exact meaning of various game engine terms and setting parameters
Solid concept explanation
Learn the necessary concepts step by step, from the basic concepts of computer graphics to the mathematical development process and actual code.
Practice is essential!
You can follow along step by step based on actual working source code through rich programming practice.
Focus on the important parts
For source code that has already been explained, we will minimize redundant explanations and focus on learning the parts that have changed or need to be emphasized.
In this lecture (0) You will learn what a 3D graphics system is.
Q. What are the reviews of the paid lectures?
Paid courses are being released sequentially, from (1) to (7), so course reviews are scattered and not yet public. The paid courses currently have the following reviews:
Q. What is the relationship with WebGL?
WebGL is the JavaScript version of OpenGL, which is explained in this lecture.
OpenGL was originally developed for C/C++, and this course will use C/C++ as the foundation for its explanation. Later, with the advent of HTML5, OpenGL was adopted as the standard for 3D graphics for the web. WebGL is a grammar change that allows OpenGL to be used in JavaScript.
If you're familiar with JavaScript, you'll have no trouble applying the basic theory and explanations based on C/C++. The difficult part of studying WebGL isn't the grammar, but rather the functions, internal structure, mathematical theory, and optical calculations of OpenGL/WebGL. Regardless of whether you're studying OpenGL or WebGL, you need to learn the same theory, and this lecture explains it well. Some people actually study WebGL while taking this lecture.
Q. What is the relationship with Vulkan?
In terms of 3D graphics libraries, Vulkan came after OpenGL. However, OpenGL was geared towards application programmers, while Vulkan is geared towards some system programmers. Therefore, in many cases, Vulkan's learning curve is significantly higher.
In many cases, if you don't have extensive experience with 3D graphics, we recommend learning OpenGL before Vulkan, transitioning to Vulkan only when you're fully prepared. In fact, even in foreign countries, Vulkan courses are rarely offered for beginners, rather than as professional courses.
The Vulkan course will be offered as an advanced course for experts after this OpenGL course is completed.
Q. What hardware specifications are required for the training?
We'll be practicing with OpenGL 3.3 or higher. Any desktop or laptop within the past five years should be fine for this exercise. (A graphics card or chip equipped with an NVIDIA or AMD graphics card is recommended. At the very least, recent chips from the Intel GMA series are recommended.)
However, it is necessary to create a development environment by installing the necessary development software .
Q. Do I need to install software for the practice environment?
You need to install a graphics driver that supports OpenGL 3.3 or higher, as well as public libraries like GLFW, GLEW, and GLM. While the lecture explains how to install these libraries, it's not as simple as clicking an exe file. You'll need to install the necessary libraries in the DLL folder on Windows and the include and lib folders of the Visual Studio compiler . (In Linux, you can install them using the apt command.)
Q. Is there a reason for setting a course deadline?
The reason for setting a deadline for the course is that, given the nature of the computer field, the course content is likely to become outdated after that amount of time.
By then, I'll be back with a new lecture. 😄
Q. Are there subtitles in the video?
While some class videos include subtitles, most do not. Subtitles may be replaced without notice if new subtitles are produced.
📢 Please check before taking the class!
Who is this course right for?
3D Graphics Basics, Camera Settings, Shading
Understanding game engine settings, terminology, and parameters
OpenGL 3D Graphics Output Practical Coding
WebGL output possible with GLSL shader language
Need to know before starting?
C/C++ programming experience
General computer knowledge - PC, operating system, etc.
Computer Architecture Common Sense - CPU, Memory, Registers
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Reviews
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Answers
4.9
Rating
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