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  1. ACM SIGGRAPH Computer Graphics (COMG)
  2. Volume 34
  3. Volume 34, Issue 4, Nov. 2000
  4. Rendering + modeling + animation + postprocessing = computer graphics
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Volume 45
Volume 44
Volume 43
Volume 42
Volume 41
Volume 40
Volume 39
Volume 38
Volume 37
Volume 36
Volume 35
Volume 34
Volume 34, Issue 4, Nov. 2000
Gaming and graphics
Visualization spaces
When the world plague was stopped by a digital artist
Rendering + modeling + animation + postprocessing = computer graphics
COMPUTER GRAPHICS PIONEERS
Public policy
Volume 34, Issue 3, Aug. 2000
Volume 34, Issue 2, May 2000
Volume 34, Issue 1, February 2000
Volume 33
Volume 32
Volume 31
Volume 30
Volume 29
Volume 28
Volume 27
Volume 26
Volume 25
Volume 24
Volume 23
Volume 22
Volume 21
Volume 20
Volume 19
Volume 18
Volume 17
Volume 16
Volume 15
Volume 14
Volume 13
Volume 12
Volume 11
Volume 10
Volume 9
Volume 8
Volume 7
Volume 6
Volume 5
Volume 4
Volume 3
Volume 1

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Rendering + modeling + animation + postprocessing = computer graphics

Content Provider ACM Digital Library
Author Shene, Ching-Kuang Wolfe, Rosalee Lowther, John L.
Abstract Nowadays, students coming into a computer graphics course have seen movies that have fantastic graphics effects (e.g., Toy Story, A Bug's Life and the Star War series). These students have also acquired a certain level of graphics knowledge by playing games and reading popular magazines. Their expectations are certainly high for their first graphics course. Moreover, many deep and powerful theories were developed during the past decade. Either because these topics are too new or because they are too difficult to teach, they are frequently only sketched or even skipped in favor of a "programming" approach. Hence, what a student learns in an introductory course might only be some programming skills using a graphics API, usually OpenGL, along with some fundamental computer graphics knowledge. Students are only exposed a little to modern developments which are frequently used by the graphics industry for creating fantastic special effects or realistic images.At Michigan Technological University, we have three computer graphics related courses: an introduction to graphics course, a computing with geometry course for junior and senior students and an advanced graphics course for graduate students. We also have graduate courses on geometric modeling and visualization. The minimum prerequisite of the introductory graphics course is only a sophomore software development course which is usually taken after a data structure course. This introductory course covers essentially all traditional topics with the help of publicly available tools (e.g., GLUT and GLUI) and other tools developed by the instructor of this course. We believe that our current approach is a successful combination of theory and the current popular programming approach using tools. However, we still feel that we need to do more to introduce students to modern theories and developments. While many educators have already observed the need of a new graphics course and proposed some approaches [1], our approach is more ambitious and non-traditional.We believe that graphics consists of four major components: rendering, modeling, animation and postprocessing. The rendering part has become the major topic in typical graphics textbooks and the main thrust of a programming approach. There is nothing wrong with a focus on rendering methods. The problem is that the programming approach cannot cover global illumination models (e.g., ray tracing and radiosity) and volume rendering, because most popular APIs only implement local illumination models. Every scene contains some objects and object building requires the knowledge of modeling. However, building a good and realistic model is not part of any API. Animation is the skill for creating animation sequences and simulating physical events. Finally, postprocessing makes created scenes satisfy additional requirements and requires a special set of 2D operations. Obvious topics should include, but not be limited to, filters, morphing, dithering and other current techniques. Since the programming approach usually cannot go this far to cover all four components, additional course materials and working environments are required. This has become the main thrust of our project.To address this need, our goal is to design a comprehensive introductory computer graphics course that covers all four major components to some depth with a breath-first and learning-by-doing approach. To support this goal, a pedagogical environment is required for students to experiment and visualize important concepts, and to perform a semester-long project of implementing various components. In the following, we discuss a number of problems that prompted us to initiate this project, present a description of our proposed course and its software tools, address the software modules that are currently under development and, finally, make our conclusions.
Starting Page 15
Ending Page 18
Page Count 4
File Format PDF
ISSN 00978930
DOI 10.1145/369215.369224
Journal ACM SIGGRAPH Computer Graphics (COMG)
Volume Number 34
Issue Number 4
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 1988-08-01
Publisher Place New York
Access Restriction One Nation One Subscription (ONOS)
Content Type Text
Resource Type Article
Subject Computer Science Computer Graphics and Computer-Aided Design
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