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    Signal Convolution
    (The Eurographics Association, 9-7-2007) Hanisch, Frank; -
    This interactive teaching gem shows the convolution concept for continuous signals and discrete samples. Signals occurring frequently in computer graphics education are predefined; others can be drawn or integrated easily. We explain how the material can be used for in-class demonstration and for homework, and describe the experiences we made with two courses on image processing and introductionary computer graphics. Student reading is provided.
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    ShaderSchool – A tutorial for shader programming
    (The Eurographics Association, 9-7-2007) Reimers, Ulf; Beckhaus, Steffi; Thiesen, Malte; -
    We present a tool for in-class and self-study learning that provides a convenient introduction into GLSL shader programming. The tool presents shaders in an interactive manner, and can be present in-class in a group interactive manner or used as an individual tutorial. In ShaderSchool the materials are presented in sections with interactive assignments integrated into the tool, which help reinforce the students learning. It was created and applied successfully in an university computer graphics class. Additionally, the ShaderSchool tool is extensible to easily incorporate further lessons. 1 Introduction
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    ShadowGui – An Interactive Shadow Tutorial
    (The Eurographics Association, 8-10-2007) Kuehl, Bjoern; Blom, Kristopher J.; Beckhaus, Steffi; -
    Today's mainstream computer graphics converges more and more to what was, in the past, possible only to do with expensive workstations. The addition of shaders to consumer graphic boards, which enable the usage of special effects like bump mapping and per pixel lighting, changed the look of today's computer graphics totally. One main effect, which makes the scene look more realistic, is shadows. It can help the viewer to understand the relative position of objects making the scene more believable. There are several common methods of making shadows, each of them having advantages and disadvantages. The two most popular methods are shadow mapping and stencil shadow volumes. In this tutorial, both shadow methods are explained two times. The first time, using only pure cpu-power, which makes the approaches slow, but they are easier to understand. Then, the tutorial explains how to use the power of today's graphic cards by outsourcing calculations to shaders. Because the shadow generation methods are implemented using OpenGL, previous knowledge about this graphics library is recommended, for example how to move objects by manipulating the glModelView matrix. However, all that must be known to calculate shadows will be explained in this tutorial.
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    A Lab Exercise for 2D Line Clipping
    (The Eurographics Association, 9-7-2007) Stahl, David; -
    Line clipping is a fundamental topic in an introductory graphics course. The simplicity and elegance of the classic Cohen-Sutherland 2D Line Clipping Algorithm makes it suitable for implementation by the student in a lab exercise. An understanding of the algorithm is reinforced by having students write actual code and see the results. A code framework is provided that allows an instructor to focus student effort on the algorithm while avoiding the details of the visualization API used to render the results.