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.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.