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Fink, H., Weber, T., & Wimmer, M. (2013). Teaching a Modern Graphics Pipeline Using a Shader-based Software Renderer. COMPUTERS & GRAPHICS-UK, 37(1–2), 12–20. https://doi.org/10.1016/j.cag.2012.10.005
Human-Computer Interaction; General Engineering; Computer Graphics and Computer-Aided Design; teaching; programmable shading; CG education; course organization; COLLADA
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Abstract:
This paper presents the syllabus for an introductory computer graphics course that emphasizes the use of programmable shaders while teaching raster-level algorithms at the same time. We describe a Java-based framework that is used for programming assignments in this course. This framework implements a shader-enabled software renderer and an interactive 3D editor. Teaching shader programming in con...
This paper presents the syllabus for an introductory computer graphics course that emphasizes the use of programmable shaders while teaching raster-level algorithms at the same time. We describe a Java-based framework that is used for programming assignments in this course. This framework implements a shader-enabled software renderer and an interactive 3D editor. Teaching shader programming in concert with the low-level graphics pipeline makes it easier for our students to learn modern OpenGL with shaders in our follow-up intermediate course. We also show how to create attractive course material by using COLLADA, an open standard for 3D content exchange, and our approach to organizing the practical course.
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Research Areas:
Visual Computing and Human-Centered Technology: 100%