ACM Home Page
Please provide us with feedback. Feedback
A hands-on environment for teaching GPU programming
Full text PdfPdf (2.44 MB)
Source Technical Symposium on Computer Science Education archive
Proceedings of the 38th SIGCSE technical symposium on Computer science education table of contents
Covington, Kentucky, USA
SESSION: Teaching computer graphics table of contents
Pages: 254 - 258  
Year of Publication: 2007
ISBN:1-59593-361-1
Also published in ...
Authors
Mike Bailey  Oregon State University, Corvallis, OR
Steve Cunningham  Grinnell College, Coralville, IA
Sponsors
SIGCSE: ACM Special Interest Group on Computer Science Education
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 105,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1227310.1227401
What is a DOI?

ABSTRACT

GPU programming is fast becoming an essential skill for computer graphics students. It has immediate application in all areas of graphics including science, engineering, art, animation, and gaming. Because it is new, experience with teaching GPU programming is scarce. This paper describes the teaching of a GPU programming course with a hands-on program called glman. glman allows students to create a shader scene description file which not only creates the 3D scene, but creates an interactive user interface to adjust shader parameters. Our experience in an experimental class taught in Spring 2006 is that glman is flexible enough to donstrate and experiment with many shader concepts, and creates a fast and fun learning curve for the students.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
John Conway, in "Mathatical Games", Scientific American, October 1970.
 
3
Randima Fernando, GPU Gs, NVIDIA, 2004.
 
4
5
6
 
7
Matt Pharr and Randima Fernando, GPU Gs 2, NVIDIA, 2005.
 
8
 
9
Steve Upstill, The RenderMan Companion, Addison-Wesley, 1990.

Collaborative Colleagues:
Mike Bailey: colleagues
Steve Cunningham: colleagues