Varieties of computer graphics courses in computer science
SIGCSE '88 Proceedings of the nineteenth SIGCSE technical symposium on Computer science education
An introduction to ray tracing
An introduction to ray tracing
Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Approaches to teaching computer graphics (abstract)
SIGCSE '95 Proceedings of the twenty-sixth SIGCSE technical symposium on Computer science education
Chance-It: an object-oriented capstone project for CS-1
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
Computer graphics: the introductory course grows up
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Designing courseware on algorithms for active learning with virtual board games
ITiCSE '99 Proceedings of the 4th annual SIGCSE/SIGCUE ITiCSE conference on Innovation and technology in computer science education
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Powers of 10: the case for changing the first course in computer graphics
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
An improved illumination model for shaded display
Communications of the ACM
Practical ray tracing of trimmed NURBS surfaces
Journal of Graphics Tools
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
V-buffer: visible volume rendering
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Pre-games: games designed to introduce CS1 and CS2 programming assignments
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Teaching with games: the Minesweeper and Asteroids experience
Journal of Computing Sciences in Colleges
The Geometry Engine: A VLSI Geometry System for Graphics
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Realistic Ray Tracing
The game of set®: an ideal example for introducing polymorphism and design patterns
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Computer games and CS education: why and how
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Game design & programming concentration within the computer science curriculum
Proceedings of the 36th SIGCSE technical symposium on Computer science education
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Teaching computer graphics without raster-level algorithms
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Graphical game development in CS2: a flexible infrastructure for a semester long project
Proceedings of the 37th SIGCSE technical symposium on Computer science education
The art and science of game programming
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Computer
Building a Game Development Program
Computer
Learning to Program with Alice, Brief Edition
Learning to Program with Alice, Brief Edition
Experiencing aspects of games programming in an introductory computer graphics class
Proceedings of the 38th SIGCSE technical symposium on Computer science education
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The modern graphics processing units (GPUs), found on almost every personal computer, use the z-buffer algorithm to compute visibility. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm but has historically been too slow for interactive use. However, ray tracing has benefited from improvements in computer hardware, and many believe it will replace the z-buffer algorithm as the graphics engine on PCs. If this replacement happens, it will imply fundamental changes in both the API to and capabilities of 3D graphics engines. This paper overviews the backgrounds in z-buffer and ray tracing, presents our case that ray tracing will replace z-buffer in the near future, and discusses the implications for graphics oriented classes should this switch to ray tracing occur. Since computer gaming is one of the most important industry driving graphics hardware and the fact that recently there are many computer science courses related to games and games development, we also describe the potential impact on games related classes.