Getting to the “graphics” in a graphics exercise

Author:

Schweitzer Dino1,Northrop Linda1

Affiliation:

1. USAF Academy

Abstract

An "algorithms" course in Computer Graphics relies heavily upon programming exercises to teach students the intricacies of graphics techniques. Such exercises should be substantial enough to avoid "trivializing" the problem and, at the same time, be interesting to the student. Unfortunately, substantial exercises also introduce a lot of overhead not directly related to the central graphics concepts being demonstrated. Overhead such as complex data structure definition and manipulation, external file input and output, low-level user interfaces, and graphics device drivers add a significant programming burden to the student. This overhead also detracts from the desired learning experience of the exercise. Various alternatives for solving this problem while maintaining the complexity of the exercise include: 1) designing the exercise to allow previous solution reusability, 2) providing a conceptual solution, 3) supplying actual code, both "white box" and "black box", and 4) making development tools and aids available, This paper will describe these different approaches, examine their advantages and disadvantages, and summarize our experience in the graphics course at the Air Force Academy.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,General Computer Science

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A unified environment for presenting, developing and analyzing graphics algorithms;ACM SIGGRAPH Computer Graphics;1997-08

2. uisGL;ACM SIGGRAPH Computer Graphics;1996-08

3. Computer graphics education at Delft University of Technology;Computers & Graphics;1995-05

4. Visual analysis;ACM SIGCSE Bulletin;1995-03-15

5. Integrating introductory courses in computer graphics and animation;ACM SIGCSE Bulletin;1995-03-15

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