Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the industry and do something.
Our thought is to take a direction slightly different from the traditional graphics course that works students through writing their own low level graphics operations through writing their own phong shader and rudimentary ray-tracer. We know we need to teach the fundamentals with vector and matrix math, etc. (a linear algebra class is already set as a pre-requisite), but our thought was that we could focus on OpenGL and teach how these concepts are important even while working on this relatively high level API. Once we have the fundamentals down and an idea of how OpenGL works, I wanted to introduce the students to OSG and how a scene graph helps. Another big goal is to teach them how to participate in an Open Source community. Ultimately I would like to have the students work on final projects that they might be able to submit to the cause. There are SOOO many great things they could learn from this effort. I hope we are not trying to shove too much into a 3 credit hour class, but I am excited to see how it goes. So, we have a few ideas about the things I think we should cover, but I would love to get some feedback from this great community about things that you would teach in this kind of course. I know I want to introduce them to the coding standards and the submission guidelines you have on the website. Are there other things we should consider on that front? (should we pre-screen the submissions before we send them off to you?). What kinds of projects would you recommend the students might be able to work on? The LWO and LWS readers are near and dear to my heart, so I was going to have them work on features there, but I am certainly open to suggestions. Thanks, -- Rick
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