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Evolution of a Project Based Graphics Course

Evolution of a Project Based Graphics Course. Robert G. Strader Deborah L. Dunn Stephen F. Austin State University Nacogdoches, TX 75962-3063. Goals. Structure Course Around a Project Theme Allow for Incorporation of New Techniques Supports Multimedia Exploration

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Evolution of a Project Based Graphics Course

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  1. Evolution of a Project Based Graphics Course Robert G. Strader Deborah L. Dunn Stephen F. Austin State University Nacogdoches, TX 75962-3063

  2. Goals • Structure Course Around a Project Theme • Allow for Incorporation of New Techniques • Supports Multimedia Exploration • Prepare a Product of Interest for Each Student • Work in a Team Environment

  3. Background • Course Structure • Long-term variable component – Project • Short-term current component – Activities • Long-term stable component - Interactive 3D Graphics Labs • Workflow • Accomplish in one course

  4. Projects • Games • Space , Exaltech, 3D-Tetris, Nanoc, Island • Education • Litho, U-Fix-It, ShuffleBoard • Topic Interest • Boids • Technique Interest • Chisos, ART, StrangeLand

  5. Activities • Short term topics or tools • Asset Creation • Modeling tools – animation/gaming support • Audio tools – general project support • Techniques • Raytracing, Shading, Parallel Processing • Theory • Scene Graph, Design, Electronic Storytelling

  6. Labs • Develop Graphics Skills, Introduce Theory • Develop a Small Game Environment – Limited Game Engine • Approach: Five to Six Labs • Each Lab Builds on Previous Work • Support: “Story Telling”, Design, Implementation, Presentation

  7. Lab Exercises • Graphics Output (2D) - Maze • Interactive Input (2D) - “Rat” in Maze • First Person Maze (3D) - “Rat’s View” in Maze • Shading (3D) - Rat’s View with Shadows • Texturing (3D) - Rat’s View with Texture 6 Curves and Surfaces – Non-Linear Objects

  8. Topic Evolution • Graphics • Techniques: Rendering and Shading • Tools: Evolving(?) APIs • Sound • Sound Environments and Tools in Games • Techniques • Parallel Processing/GPU Programming

  9. Project Evolution • More External Modeling • More Sound and Music (Clips) • More Storylines • Some Shading Techniques • More Project Review/Class Presentation • Better Final Report/Project/Demonstration • Variable Class Speakers

  10. Capstone Evolution • Elective Course vs. Required Course • Core Coverage: Programming, Data Structures, Architecture, Algorithm Analysis, Software Engineering, Discrete Structures, Mathematics • Other Coverage: Networking, Operating Systems, OOP, AI, Database, Science

  11. Possible Improvements • A More Object-Oriented Approach • More Shading/Less Cartoon-Like • Some (?) Parallel Processing/GPU • Increase Representative Advanced Techniques – Theory and Implementation • Sound and Alternate APIs • Summer STEM Camps

  12. Conclusions • Structure Provides “Stability with Evolution” • Students Develop 3D Interactive Graphics Skills focused by their Interest • Provides for the Incorporation of New Techniques and Tools • Completed in a Single Course

  13. References • Ed Angel, Interactive 3D Graphics with OpenGL, 5th Edition, Addison Wesley, 2009 • Dave Shreiner, OpenGL Programming Guide, 7th Edition, Addison Wesley, 2010 • Rost and Licea-Kane, OpenGL Shading Language, 3rd Edition, Addison Wesley, 2010

  14. Acknowledgement - Students • Fall ’02 – Jeremy Day, Diana Gunter, Laurence Miller, Marlo Nordt • Fall ’04 – Eric Erby, Richard Davison, Jessica Roberson, Ted Melot, Wesley Martin • Fall ’06 – Anton Kalis, Billy Clack • Fall ’08 – Aaron Jones, John Anderson

  15. Addresses rstrader@sfasu.edu ddunn@sfasu.edu

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