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Notes for a University Vulkan Course

By: 

Mike Bailey, Oregon State University

Notes for a Vulkan class that has been taugt since 2018 and has been offered it at SIGGRAPH several times.

Available on-line at http://cs.oregonstate.edu/~mjb/vulkan

Blender Notes

By: 

Mike Bailey, Oregon State University

These are notes for a 1-week high school "Blender Camp"

Available on-line at http://cs.oregonstate.edu/~mjb/blender

A Whirlwind Introduction to Computer Graphics (2023)

By: 

Mike Bailey, Oregon State University

These are the notes from the introductory course at SIGGRAPH 2023

Abvailable on-line at http://cs.oregonstate.edu/~mjb/whirlwind

"The Road to Vulkan" - Teaching Vulkan in Introductory Graphics Courses

By: 

Johannes Unterguggenberger, TU Wien

In our paper "Vulkan all the way: Transitioning to a modern low-level graphics API in academia" [1], we describe how we transitioned an introductory graphics course associated with a visual computing curriculum from OpenGL to Vulkan. This entry provides the link to the framework that we have used [2], which can conveniently be set up using a GitHub starter template [3]. The attached file contains the tasks descriptions for the first steps to be taken by a student in Vulkan territory and consitutes the scope of Assignment 1 as described in our paper [1].

Rigging for 3D Computer Animation

By: 

Johannes DeYoung, Carnegie Mellon University

The technical art of rigging for animation entails construction of puppetry armature to enable expressive movement and character performance.  Fundamental rigging concepts are transferable between methods of animation, whether 3D computer animation, 2D animation, stop-motion or cut-out animation.  The rigging system creates an articulable skeletal structure, enabling poseable controls to achieve effective movement and performance requirements for animation.  This list highlights a few available resources for rigging in 3D computer animation.

Physical Simulation Programming

By: 

Seth Holladay, Brigham Young University

This list is built to help those wanting to learn methods for programming simulation algorithms, leading into jobs or research areas making physical simulation tools.

A Whirlwind Introduction to Computer Graphics (2020)

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

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

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

By: 

Marla Schweppe, Rochester Institute of Technology

Some suggestions for teaching AR and VR online.