Figure 1: Ray tracing can robustly and naturally support next generation visual effects not easily combined with GPU graphics including depth-of-field, motion blur, glossy and specular reflection, soft shadows, and correct refraction. More details on the system that generated of these images are available in Boulos et al. (2006). Abstract The modern… (More)
Almost all current games are implemented using the graphics processing units (GPUs) found on almost every PC. These GPUs use the z-buffer algorithm to do visibility calculations. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm but has historically been too slow for interactive use. However,… (More)
Integrating sensor networks in cloud computing gives new opportunities of using as many cloud-computing nodes as necessary to analyze real-time sensor data on the fly. However, most cloud services for parallelization such as OpenMP, MPI, and MapReduce are not always suitable for on-the-fly sensor-data analyses that are implemented as model-based,… (More)
Integrating computer games into existing CS courses may help attract students to the field, but there are guidelines to be considered.
Thanks to the people in the graphics, computational geometry, and mesh generation community who supplied me with data sets or gave me information on their work, and/or feedback on my own:
The fundamental software components useful for a zonal ray tracing system are described. The interface protocols and some implementational observations are outlined for each of the key components. An example global illumination system assembled from the components is presented.
Our computer graphics (CG) programming class uses games development as a means to help students understand CG concepts. Many students mistakenly thought this CG class was a games programming class. We present a simple frame-work for discussing games programming classes. Based on the framework, the paper describes our efforts in integrating competencies… (More)
There are two common strategies for teaching introductory computer graphics (CG) programming. The first and most traditional covers the CG field in a bottom-up manner starting from foundational algorithms such as triangle rasterization. The second is top-down and analyzes the functional modules of applications. This paper argues that the top-down approach… (More)
SUMMARY Classical computer graphics textbooks (e.g. [1-4]) introduce the field by covering the details of raster-level algorithms. Many computer graphics educators have long recognized that depending on students' backgrounds and needs (e.g. major vs non-major) [5,6] alternate approaches may be more appropriate [7-8]. With the recent advances in the field,… (More)