Teaching a Modern Graphics Pipeline Using a Shader-based Software Renderer
dc.contributor.author | Fink, Heinrich | en_US |
dc.contributor.author | Weber, Thomas | en_US |
dc.contributor.author | Wimmer, Michael | en_US |
dc.contributor.editor | Giovanni Gallo and Beatriz Sousa Santos | en_US |
dc.date.accessioned | 2013-11-08T10:19:32Z | |
dc.date.available | 2013-11-08T10:19:32Z | |
dc.date.issued | 2012 | en_US |
dc.description.abstract | Shaders 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.seriesinformation | Eurographics 2012 - Education Papers | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/conf/EG2012/education/073-080 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): K.3.2 [Computers and Education]: Computer and Information Science Education-Computer Science Education | en_US |
dc.title | Teaching a Modern Graphics Pipeline Using a Shader-based Software Renderer | en_US |
Files
Original bundle
1 - 1 of 1