The role and position of graphics in computer science education
SIGCSE '86 Proceedings of the seventeenth 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
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
Teaching computer graphics using Java
ITiCSE-WGR '99 Working group reports from ITiCSE on Innovation and technology in computer science education
The beginning computer graphics course in computer science
ACM SIGGRAPH Computer Graphics
Teaching computer graphics without raster-level algorithms
Proceedings of the 37th SIGCSE technical symposium on Computer science education
ACM SIGGRAPH 2006 Educators program
RenderMonkey: an effective environment for shader prototyping and development
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Teaching programmable shaders: lightweight versus heavyweight approach
SIGGRAPH '05 ACM SIGGRAPH 2005 Educators program
A computing perspective on the Bologna process
ITiCSE-WGR '06 Working group reports on ITiCSE on Innovation and technology in computer science education
Teaching graphics with the openGL shading language
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Education: Teaching OpenGL shaders: Hands-on, interactive, and immediate feedback
Computers and Graphics
Computer graphics in context: an approach to a first course in computer graphics
ACM SIGGRAPH ASIA 2008 educators programme
Teaching a Shader-Based Introduction to Computer Graphics
IEEE Computer Graphics and Applications
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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.