Show simple item record

dc.contributor.authorAndujar, Carlosen_US
dc.contributor.authorChica, Antonioen_US
dc.contributor.authorFairén, Martaen_US
dc.contributor.authorVinacua, Alvaren_US
dc.contributor.editorPost, Frits and Žára, Jiríen_US
dc.date.accessioned2018-04-14T18:37:30Z
dc.date.available2018-04-14T18:37:30Z
dc.date.issued2018
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/eged.20181003
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/eged20181003
dc.description.abstractIn this paper we describe a plugin-based C++ framework for teaching OpenGL and GLSL in introductory Computer Graphics courses. The main strength of the framework architecture is that student assignments are mostly independent and thus can be completed, tested and evaluated in any order. When students complete a task, the plugin interface forces a clear separation of initialization, interaction and drawing code, which in turn facilitates code reusability. Plugin code can access scene, camera, and OpenGL window methods through a simple API. The plugin interface is flexible enough to allow students to complete tasks requiring shader development, object drawing, and multiple rendering passes. Students are provided with sample plugins with basic scene drawing and camera control features. One of the plugins that the students receive contains a shader development framework with self-assessment features. We describe the lessons learned after using the tool for four years in a Computer Graphics course involving more than one hundred Computer Science students per year.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleGL-Socket: A CG Plugin-based Framework for Teaching and Assessmenten_US
dc.description.seriesinformationEG 2018 - Education Papers
dc.description.sectionheadersPlugins and Effective Assignments
dc.identifier.doi10.2312/eged.20181003
dc.identifier.pages25-32


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record