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A Whirlwind Introduction to Computer Graphics

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By: 

Mike Bailey, Oregon State University.

Presented at SIGGRAPH 2020. Conference description: For a beginner, attending SIGGRAPH is a very intimidating experience. This Course is for beginners! The Course’s purpose is to give a base background in the concepts and terminology needed to get more out of the different opportunities during the conference.

Fundamentals Seminar

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By: 

Mike Bailey, Oregon State University
 

The essential introduction to computer graphics and the annual SIGGRAPH conference: planning your conference schedule, the graphics process, graphics hardware, modeling, rendering, animation, and how the technology is applied in the real world. The goal of the Fundamentals Seminar is to make SIGGRAPH more understandable and enjoyable, for everyone.

An introduction to physics-based animation

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By: 

Adam W. Bargteil, University of Maryland, Baltimore County, and Tamar Shinar, University of California, Riverside

This course introduces students and practitioners to fundamental concepts in physics-based animation, placing an emphasis on breadth of coverage and providing a foundation for pursuing more advanced topics and current research in the area.

Teaching Remotely with Immersive Technology

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By: 

Marla Schweppe, Rochester Institute of Technology

Some suggestions for teaching AR and VR online.

Build your own VR system: an introduction to VR displays and cameras for hobbyists and educators

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By: 

Gordon Wetzstein, Robert K Konrad, Nitish Padmanaban, and Hayato Ikoma, Stanford University

This comprehensive introduction to VR/AR technology teaches how to build a head-mounted display from scratch. Topics include the graphics pipeline, stereo rendering, lens distortion, head orientation tracking with inertial measurement units, positional tracking, spatial sound, and cinematic VR content creation.

An Immersive Dynamic World

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By: 

Wobbe F. Koning, Monmouth University

In this assignment, orginally included in Faculty Submitted Student Work (FSSW) 2018, students create a 360 degree render from a virtual world they created using Autodesk Maya.

The first PDF contains the Assignment description as submitted to FSSW.

The second PDF contains instruction slides on 360 degree video, and other subjects pertaining to the assignment.

A video with the rendered worlds, created buy students in Spring 2018, in 360 degree VR can be veiwed here:

VR Quick Start Guide

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By: 

Wobbe F. Koning, Monmouth University

As faculty member teaching computer graphics and interactive techniques you may desire, or it may be required of you, to incorporate Virtual Reality (VR) into your curriculum. This page is intended to provide some pointers to get started. It is not comprehensive, a more complete curated list of VR resources is currently in preparation

Creating a Modern Classic Visual Effect

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By: 

Ken Cameron, University of Bath

To support filmmakers, effects teams must understand both how visual effects have been created in the past and how to develop software to deliver them in the modern context. This assignment asks students to work in small groups to replicate a classic visual effect that was originally created in camera.

the VR ride: a cross disciplinary assignment in computer graphics and interactivity

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By: 

Nick Jushchyshyn, Robert Lloyd, and Erik Sundquist, Drexel University.

The “VR Ride” assignment challenges students to create an interactive VR computer graphics experience integrated with a themed ride. The ride apparatus must fully support the users weight, utilize the user’s body motions as a primary input for computer interactivity, and provide haptic feedback relevant to the VR experience.

Image ditching: manipulating images with audio effects

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By: 

Erik Brunvand, School of Computing, University of Utah

Image glitching and data-bending are used to introduce image formats, data manipulation, and data visualization to beginning CS students and non-major students taking computing courses with no coding required.