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Educators Summit: Making Graphics Programmers
Computer graphics is arguably the most noticeable element of games, and often the first aspiration of burgeoning game developers. However, presenting the fundamental concepts required for success as a graphics programmer is a challenging and changing fieldfor both students and educators.Modern graphics curricula that start from first principles need to cover a vast number of topics: linear algebra, geometry, vertices, pixels, shading and shaders, and graphics APIs. Of course, one might teach using a package or game engine, but that might diffuse the knowledge of the underlying concepts, which form the foundation for advancing the art.So, how do educators transform an enthusiastic, but likely under-prepared student into a graphics-capable programmer in one semester? In this session, Dave Shreiner, Senior Manager, Graphics Engineering at Unity Technologies will share how to focus on the foundationthe graphics pipelineand build from there. Such an approach needs to focus on the fundamentals, introduce topics that may be relevant in modern games, and, somewhere along the way, get the rendering pixels.
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