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    Lowering the Entry Barrier for Students Programming Virtual Reality Applications
    (The Eurographics Association, 2016) Lambers, Martin; Beatriz Sousa Santos and Jean-Michel Dischler
    In Computer Graphics, it is common practice to accompany lectures with hands-on tutorials and/or project assignments that allow students to write and run their own interactive graphics applications. In the special case of Virtual Reality courses, this approach is difficult to maintain since the software requirements pose a high entry barrier to students. In this paper, we propose a technique to significantly simplify Virtual Reality application programming, and implement it in an easy-to-use framework that supports the full range of typical Virtual Reality hardware setups, from head-mounted displays to multi-node, multi-GPU render clusters. The framework lowers the entry barrier for students and allows them to focus on course goals instead of fighting software complexities.
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    A Video Games Technologies Course: Teaching, Learning, and Research
    (The Eurographics Association, 2016) Amador, Gonçalo; Gomes, Abel; Beatriz Sousa Santos and Jean-Michel Dischler
    In the last decade, several higher education institutions began to provide courses and/or degrees in games content creation, games design, and games development, largely because of the astonishing growth of games as one of the most powerful industries worldwide. This paper presents the course entitled “Video Games Technologies”, including its history, goals and methodology, as part of a MSc degree in Computer Science and Engineering. The focus is on the technologies, techniques, algorithms, data structures, and mathematics behind the design and development of game engines, instead of games themselves.