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The rendering pipeline in the classroom: a diversified approach

In this paper we describe an integrated method of teaching an introductory computer graphics course. Most such courses are simply "art-oriented", that is they focus on getting students to use modern commercial software, so as to prepare them for a corresponding career, or concentrate on the basic concepts of graphics theory and merely provide a theoretical foundation, such as simple translations and projections; in this case, they usually fail to motivate the class by producing practical interesting examples. The curriculum that we propose combines theoretical knowledge of introductory computer graphics concepts and techniques with laboratory work in programming or modelling and animation exercises. This set of applied laboratory exercises is relevant to the material taught in class, but also extends to familiarising students with the modern uses of computer generated imagery, such as films, virtual worlds or medical imaging. The feedback from the students, combined with their success in the course, shows that this coupled teaching and immersion material is by far more interesting and challenging, while still providing them with the essential academic background.