Abstract
Computer graphics education in computer science is a very diverse world. This world is undergoing a transformation, albeit slowly, from traditional methods common in the days of limited computing power, screen resolution and available colors, to a modern approach where knowing how to draw lines pixel by pixel may not be as critical as it once was. This paper discusses some of the common trends and methodologies that are currently seen, and some of the resources that are currently available and used.The number of computer graphics courses varies, depending on the institution and whether they have a graduate program. For strictly undergraduate institutions, graphics is usually an upper-level elective, and is limited to one course. Students interested in further study either arrange for an independent study, or get a group together to have a special topics course offered. It is likely that only larger undergraduate institutions will be able to offer more than one course on a regular basis. Schools with graduate programs have greater flexibility, because it is typical for them to have an introductory course at the upper undergraduate level and one or more advanced courses as part of graduate study. Interested and capable undergraduate students are usually allowed to take these graduate level courses.The content of courses can also vary. Traditionally, schools with one course will usually have that course as an overview of 2D and 3D graphics, and those with two courses will sometimes have the first concentrate on 2D methods and the second on 3D. Many schools have a second undergraduate course concentrating on "advanced" rendering techniques like ray tracing and radiosity.
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