Teaching a Modern Graphics Pipeline Using a Shader-based Software Renderer

dc.contributor.authorFink, Heinrichen_US
dc.contributor.authorWeber, Thomasen_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.editorGiovanni Gallo and Beatriz Sousa Santosen_US
dc.date.accessioned2013-11-08T10:19:32Z
dc.date.available2013-11-08T10:19:32Z
dc.date.issued2012en_US
dc.description.abstractShaders are a fundamental pattern of the modern graphics pipeline. This paper presents a 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. We also show how to create attractive course materials by using COLLADA, an open standard for 3D content exchange.en_US
dc.description.seriesinformationEurographics 2012 - Education Papersen_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/conf/EG2012/education/073-080en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): K.3.2 [Computers and Education]: Computer and Information Science Education-Computer Science Educationen_US
dc.titleTeaching a Modern Graphics Pipeline Using a Shader-based Software Rendereren_US
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
073-080.pdf
Size:
392.46 KB
Format:
Adobe Portable Document Format
Collections