Varieties of computer graphics courses in computer science
SIGCSE '88 Proceedings of the nineteenth SIGCSE technical symposium on Computer science education
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
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
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
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
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
SIGGRAPH '84 Proceedings of the 11th 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.
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
The art and science of game programming
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Experiencing aspects of games programming in an introductory computer graphics class
Proceedings of the 38th SIGCSE technical symposium on Computer science education
TRaX: a multicore hardware architecture for real-time ray tracing
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Teaching introductory computer graphics via ray tracing
Journal of Computing Sciences in Colleges
Toward a Singleton Undergraduate Computer Graphics Course in Small and Medium-sized Colleges
ACM Transactions on Computing Education (TOCE)
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Almost all current games are implemented using the graphics processing units (GPUs) found on almost every PC. These GPUs use the z-buffer algorithm to do visibility calculations. 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 benefitted from improvements in computer hardware, and many believe it will replace the z-buffer algorithm as the visibility engine in games. If that replacement happens, it will imply fundamental changes in both the API to and capabilities of 3D graphics engines. This paper discusses the implications for games and graphics oriented classes should this switch to ray tracing occur.