EG 2018 - Education Papers
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Browsing EG 2018 - Education Papers by Subject "Computing methodologies"
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Item A Creative First Assignment in the Modern Graphics Pipeline(The Eurographics Association, 2018) Fourquet, Elodie; Pentecost, Lillian; Post, Frits and Žára, JiríThis paper describes a first assignment in an Introduction to Computer Graphics course taken by undergraduate students at a liberal arts college. The assignment marries the technical challenges found at the lowest level of the modern graphics pipeline with the artistic concerns of reproducing a piece of art. To do so, students extend provided code in WebGL, which includes GLSL shaders and no additional libraries, to reproduce a work of art of their own choosing. This task requires the students to involve themselves simultaneously in the most technical and most artistic aspects of computer graphics. Such an inter-disciplinary approach helps to reach a more diverse audience of computer graphics learners.Item On the Pedagogy of Teaching Introductory Computer Graphics without Rendering APIs(The Eurographics Association, 2018) Chen, Minsi; Xu, Zhijie; Rippin, Wayne; Post, Frits and Žára, JiríTeaching modern computer graphics programming has become increasingly challenging due to the advancement in the granularity of application programming interfaces (APIs). In this paper, we put forward a discussion on the pedagogical value of implementing a software rasteriser prior to tackling the issues of learning modern graphics APIs and shader programming. An API-free approach to teaching introductory computer graphics along with its assessment strategy are presented. Our observation found that students were more effective and confident in learning and using modern rendering APIs when subsequently studying advanced real-time graphics.Item Teaching Spatial Augmented Reality: a Practical Assignment for Large Audiences(The Eurographics Association, 2018) Ridel, Brett; Reuter, Patrick; Couture, Nadine; Post, Frits and Žára, JiríWe present a new methodology to teach spatial augmented reality in a practical assignment to large audiences. Our approach does not require specific equipment such as video projectors while teaching the principal topics and difficulties involved in spatial augmented reality applications, and especially calibration and tracking. The key idea is to set up a scene graph consisting of a 3D scene with a simulated projector that "projects" content onto a virtual representation of the real-world object. For illustrating the calibration, we simplify the intrinsic parameters to using the field of view, both for the camera and the projector. For illustrating the tracking, instead of relying on specific hardware or software, we exploit the relative transformations in the scene graph. We implemented our teaching methodology in Unity3D and tested it within a three-hour assignment to 24 and 20 master-level students in two consecutive years. We show the positive feedback that we received and discuss our plans for further improvement.