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Article history: Computer Graphics is a very active field, with new knowledge being published every day at a high rate.
Received 2 May 2018 There is, therefore, the pressure to regularly review our teaching contents and adjust accordingly. Among
Revised 24 September 2018
the courses on a standard curriculum, the introductory Computer Graphics course is very often the door
Accepted 3 October 2018
for students into the exciting area of Computer Graphics. It is also the opportunity to attract and engage
Available online 9 October 2018
the best talent for the field. In this paper, we address the question of content in the introductory Com-
Keywords: puter Graphics course as a community. Our main motivation was to find out what our peers are teaching
Computers and education in this first course and use this knowledge to ease the redesign of our introductory course. We have
Computer Graphics surveyed 28 introductory Computer Graphics undergraduate courses from higher level educational insti-
tutions from around the world. We have asked the instructors of these courses to send us data on their
courses, such as the weekly list of topics, and others such as textbooks. We gathered and processed this
data using a bottom-up approach. The final top-level list of subjects and percentages for the introductory
Computer Graphics courses, following the knowledge units defined in the 2013 ACM/IEEE recommenda-
tion, is as follows: Rendering (71.3%), Geometric Modeling (17.4%), Animation (7.8%), Fundamentals (3.0%),
and Visualization (0.5%). We believe this survey will be helpful for institutions considering designing a
new introductory course from scratch or redesigning an existing one, by providing the current state-of-
practice of top Computer Graphics institutions around the world.
© 2018 Elsevier Ltd. All rights reserved.
1. Introduction us to consider how our peer colleagues around the world were
approaching the same issue. With this initial idea in mind, we
As in any dynamic and relatively new field, Computer Graphics thought further that it would be worth seeing what content was
benefits from new knowledge being published every day. Consid- being taught and use this knowledge to help redesign our course.
ering only six well-known journals in the field (ACM TOG, Comp. We surveyed 28 introductory undergraduate courses in Com-
Graphics Forum, IEEE TVCG, IEEE CG&A, Computers & Graphics, puter Graphics from universities distributed on three continents
and The Visual Computer), we as a community published an av- (North America, Europe, and Asia) selected according to their pub-
erage of 2.73 papers a day in the last two years (in Appendix A we lication records. We gathered data on the topics being taught ac-
present this data). This high level of production also means pres- cording to the list of topics publicly available – typically on web
sure on curricular development to cope appropriately and respond pages. We also collected data on textbooks and whether or not
to continuing advancements in the field. Therefore, as teachers modern OpenGL is already part of the curriculum. We hope our
and professors of Computer Graphics, we are always striving for study will be helpful for institutions which are or will be redesign-
the balance between breadth of coverage against depth, between ing their curricula in the near future.
a more hands-on approach versus a more theoretical perspective, This paper is an extended version of an earlier conference paper
and other balancing decisions. Within the Bachelor of Computer [1]. Based on feedback from the conference paper and a more thor-
Science at UFRGS, we started a discussion on the pros and cons ough analysis of our data, we have extended the original research:
of introducing modern OpenGL in the undergraduate introductory we have updated and expanded related work; we have surveyed
course and the best way of doing so. This question motivated 28 institutions (instead of 20 from the previous paper), with con-
firmation about the collected data for 71.14% of the courses; for the
final list of topics and percentages we have included a second sce-
R
This article was recommended for publication by J. Jorge. nario including two more learning topics; and finally we have as-
∗
Corresponding author. sessed, for all universities, how much coverage each learning topic
E-mail address: dgbalreira@inf.ufrgs.br (D.G. Balreira).
https://doi.org/10.1016/j.cag.2018.10.001
0097-8493/© 2018 Elsevier Ltd. All rights reserved.
D.G. Balreira et al. / Computers & Graphics 77 (2018) 88–96 89
is receiving. More details about these extensions are given in ap- to urge universities to have at least one Computer Graphics course
propriate sections below. required for graduation. Another important recommendation was
for the universities to use the term visual communication instead,
2. Related work since it emphasizes a broader aim for the introductory course in
graphics, helping the recognition of its importance.
The importance of teaching in the field has been acknowledged Cunningham advocated the use of contexts in the beginning
as early as 1983 when a panel chaired by James Foley at SIG- course as a strong motivational tool to attract and retain students
GRAPH discussed curriculum practices in the yet incipient area [19]. This idea was refined and discussed by a group of experts in
of Computer Graphics [2]. In 1986, Ohlson advocated a stronger the Computer Graphics Education 2009 Workshop [20]. The main
position for Computer Graphics within Computer Science [3], concept is that considering how Computer Graphics has reached all
considering the lack of Computer Graphics content in the recom- fields of science, it is important to recognize and adapt the teach-
mendations at the time. Another panel at SIGGRAPH 1994 [4] dis- ing according to a particular context.
cussed several viewpoints on how to teach an introductory Com- Low-level APIs such as OpenGL require considerable program-
puter Graphics course, bringing together professors from arts, en- ming until compelling visual results are possible. This drawback
gineering, and Computer Science to present their views. Jensen motivated the use of the Processing language in an introduc-
and Nieuwenhuizen [5] presented how Computer Graphics courses tory course at Polytechnical University of Valencia [21] and at the
were offered at Delft University of Technology. In 1997 Hans- United States Air Force Academy [22]. Bürgisser et al. [23] explored
mann presented a survey of Computer Graphics teaching in Ger- further this difficulty by presenting an alternative to OpenGL called
man universities, including technical universities [6]. The survey bRenderer. Very recently Chen and colleagues reported an even
asked questions about Computer Graphics education in general, in- more radical API-free approach for teaching Computer Graphics,
cluding the topics being taught. with positive results [24].
In the late 90s and early 20 0 0s, mainly due to the availability of The availability of GPU programming and pervasiveness of
OpenGL, introductory Computer Graphics teaching saw an increase graphics cards motivated proposals for teaching shader-based in-
in research activity. In a panel in 1999 during SIGCSE [7], the mem- troductory Computer Graphics course pioneered by Angel and
bers proposed a philosophy for the beginning Computer Graphics Shreiner [25], and later expanded by Papagiannakis et al. [26], and
course, expressed as a series of recommendations. Among these Toisoul et al. [27].
the recognition that Computer Graphics deals with intrinsically vi- Considering the need for modern OpenGL programming skills,
sual content, and the importance of interactivity. In [8] Wolfe pre- Fink, Weber, and Wimmer presented a framework for teaching an
sented a small survey conducted during SIGGRAPH 1998 among 20 introductory Computer Graphics course at the Vienna University
educators from various institutions around the US. The results are of Technology [28]. The course has only programming assignments
a clear picture of the state-of-the-art of teaching undergraduate which guide the student through the concepts and supporting lec-
Computer Graphics courses at the time. Among other conclusions, tures given in a previous semester. Shesh reported the develop-
the number of identified unique topics was 38, and the most cited ment of an undergraduate course at the same institution over a
topic was viewing transformations, 95% of educators mentioned it. five semesters span [29]. The paper provides guidelines that can
Considering the interdisciplinary potential of Computer Graph- be used by small and medium-sized institutions where typically
ics, Steve Cunningham presented in 20 0 0 two papers that argued only one graphics course is offered. Ackermann and Bach [30] pre-
for a wider audience for the beginning Computer Graphics course sented their experience redesigning a Computer Graphics intro-
[9,10], for instance, majors in other fields such as engineering and ductory course. The trigger factor was how to incorporate modern
mathematics. Hitchner and Sowizral [11] proposed a new method OpenGL in the curriculum, the same trigger as for our institution.
of teaching Computer Graphics with a focus on intermediate and Dodgson and Chalmers [31] specifically looked into how to design
high-level principles, algorithms, and tools, as opposed to the low a first course for students with elementary knowledge of mathe-
and intermediate levels from the past. A year later Santos [12] pre- matics and only one programming course. Finally, a modern look
sented a general proposal for incorporating Computer Graphics ed- on how Computer Graphics teaching can be improved with inno-
ucation for an Informatics Engineering degree, one of the first of its vative approaches was presented by Santos and colleagues [32], as
kind in Portugal. Bouvier advanced a proposal for the introductory a collective effort resulting from the Education track from Euro-
course blending what he called “old” (2D) and “new” (3D) topics graphics 2016.
[13]. Our work is similar in principle to the surveys from Hansmann
In 2004, a report from the working group on Computer Graph- for German universities [6] and from Wolfe for US educators col-
ics in Computer Science from SIGGRAPH and Eurographics put for- lected during SIGGRAPH 1998 [8]. Ours revisits the issue of content
ward the concept of Computer Graphics for all [14], considering, for an introductory Computer Graphics course, but with a broader
among other aspects, the growing availability of cheaper graph- scope, including courses from all over the world.
ics hardware in computers for domestic use. In the same year,
Sung and Shirley defended that more mature students would ben- 2.1. Curriculum recommendations
efit from a top-down approach for the introductory course [15]. In
2006, the SIGGRAPH Education Committee‘s Curriculum Working Together with the contributions above, our field has also seen
Group presented a knowledge base for the Computer Graphics dis- the effort of IFIP, ACM, and IEEE in providing recommendations to
cipline [16]. This proposal contains seventeen core areas and a pre- help and ease curriculum design. The first proposal was presented
occupation with combining both technical and artistic skills. Tori in 1968 [33] and already included reference to Computer Graphics
and colleagues reported on an experience of combining Java3D and inside one of three major divisions called “Methodologies”. In 1976
games for a successful approach for the first course [17]. a working group from IFIP discussed issues related to methodol-
The Bologna Process affected teaching all over the European ogy and recommendations [34]. New updates from ACM were pub-
Union and it was not different for Computer Graphics. In 2006 a lished in 1979, but it was only in 1991 that a major new pro-
Computer Graphics Education Workshop was held just before Eu- posal was put forward and which became known as the ACM/IEEE
rographics [18]. The goal of this workshop was to provide guide- Curriculum 91 [35]. A major difference from previous recommen-
lines for Computer Graphics teaching in European universities, con- dations was that this was the first proposal jointly developed by
sidering the Bologna requirements. The main recommendation was both ACM and IEEE. In this proposal, Computer Graphics appears
90 D.G. Balreira et al. / Computers & Graphics 77 (2018) 88–96
jor comprehensive new version presented in 2013 [38]. This is the Institution Number of papers
most updated version that expanded the 14 knowledge areas into
1. Stanford 18.90
18. In this last proposal the area “Graphics and Visual Computing” 2. MIT † 16.32
was renamed to “Graphics and Visualization”. Each knowledge area 3. Zhejiang University † 14.87
is subdivided into Knowledge Units (KUs). For the “Graphics and 4. Univ. British Columbia † 12.21
5. ETH Zurich 11.55
Visualization” KA, there are six KUs. Later, on Sec. 3 we detail this
6. University College London 7.82
structure and explain how we used this recommendation in our 7. Ecole Polytechnique Federale de Lausanne 7.64
work. 8. Columbia University † 7.51
9. The Chinese Univ. of Hong Kong 7.03
10. Tsinghua University † 6.03
3. Methodology 11. Princeton 5.60
12. Carnegie Mellon 5.52
13. RWTH Aachen Univ. 5.37
In this section, we describe our methodology to collect the data.
14. Univ. Southern California 5.33
All our collected data is available at http://wiki.inf.ufrgs.br/Survey_ 15. Tel Aviv Univ. 4.68
of_the_Contents_in_Introductory_Computer_Graphics_Courses. 16. Vienna Univ. of Technology 4.67
17. The Univ. Hong Kong † 4.65
18. Cornell 4.48
3.1. Selection of universities and courses 19. Tokyo University 4.45
20. University of Wisconsin (Madison) † 4.32
Which universities have the best teaching in Computer Graph- 21. Korea Adv. Inst. of Science and Technology 4.27
22. Simon Fraser University∗ 4.21
ics? This question does not have an easy answer. Global rankings 23. Sapienza University of Rome 4.08
– such as Times Higher Education – usually look the overall insti- 24. Ohio State University † 4.00
tution and not a particular field or, in our case, a particular branch 25. Texas A&M University 3.92
of this field, i.e., Computer Graphics. Besides, their criteria take into 26. Univ. of Science and Technology of China 3.88
27. Universidad de Zaragoza∗ 3.85
account many aspects, not only Education. To answer this question,
28. New York Univ. 3.83
we considered the relationship between the quality of research 29. University of California, San Diego 3.83
versus the quality of teaching. 30. Czech Tech University in Prague 3.74
There are different views on this complex and multidimensional
issue. Galbraith and Merrill [39] tackled the problem of confronting
views on this topic. They showed that faculty research productiv-
ity is positively related to teaching effectiveness. They assessed the received a share of the total. For instance, a paper with three au-
performance of undergraduate students measured by a standard- thors from three different institutions would receive 1/3 author-
ized student learning outcome measure. Other researchers chal- ship each. When the same author listed two or more affiliations
lenge this view. Palali and colleagues found a positive correlation we have two possible situations: if both are with educational in-
only for Masters students [40]. Others argue that there is no cor- stitutions, we used the first listed; if at least one was with an edu-
relation [41,42]. It seems clear, however, that there must be effec- cational institution, we used his/her first affiliation with the educa-
tive instruments in place to promote the synergy between teach- tional institution. We understand that this introduces only a small
ing and research [43,44]. In light of the current research on this bias due to the low number of such cases. Around 18% of authors
issue, we assumed that the universities with the best teaching are are affiliated only with noneducational institutions, as illustrated in
the ones with the best research. To define the institutions which Table B1. These were not included in our datasets. Also, when two
are doing the high impact research in Computer Graphics, we have departments of the same university are listed, we grouped them as
surveyed the 2015/2016 editions of SIGGRAPH, SIGGRAPH Asia, and being the same. The final list has unique 223 institutions.
Eurographics, easily recognizable as venues where high-quality re- In Table 1 we list the higher ranked 30 institutions together
search is published. with the overall number of papers they published. We decided
But are the high productivity professors also the instructors of to use 30 for our survey considering a balance between amount
the courses? To answer this question, we checked the number of of data and representation among all institutions. Fig. 1 illustrates
papers published by the instructors from the selected universities how these institutions are geographically located.
(data in Appendix D). Out of 27 instructors, only seven did not It is important to mention that some institutions with a high
have any full paper published in the above mentioned venues, pro- record of publications do not appear here because they are re-
viding a high ratio of 74%. Further, 14 out of 20 instructors pub- search institutes granting only masters or Ph.D. degrees. Our fi-
lished four or more papers, which is a remarkable number consid- nal study used data from 28 institutions since two universities on
ering the high-level conferences we gathered information from. the list did not have online information available and did not reply
For each full paper of the selected conferences, we collected the to our requests for information. These are Simon Fraser University
names of institutions affiliated with that paper, but only for higher and University of Zaragoza.
educational institutions (HEIs) that grant undergraduate degrees. For each university on this list, we visited their web pages for
Although we realize that these conferences have many tracks for the Computer Science courses and searched for the introductory
submission (short papers, tutorials, etc.), we opted to gather in- Computer Graphics course available for majors in Computer Sci-
formation only from full papers for two reasons: first, only full ence. This was our primary source of data from which we col-
papers are published in journals, and second, full papers repre- lected the following: (i) learning topics; (ii) textbook; (iii) informa-
sent, in principle, more permanent contributions to the field as a tion about modern OpenGL. In only one case we used an automatic
whole. If a given paper had more than one affiliation, each author translation of the content.
D.G. Balreira et al. / Computers & Graphics 77 (2018) 88–96 91
Table 3
Top 10 topics in the level 0 set of topics.
Fig. 2. Word cloud with the level 0 topics for topics with a count greater than 2.
Table 4 Table 5
Level 1 clusterization of topics. Number of universities teaching each of level 1
topics.
Topic Number of occurrences Percent
Topic Universities
1 Geometric Modeling 95 15.20%
2 Graphics Pipeline 85 13.60% 1 Graphics Pipeline 26
3 Transformations 45 7.20% 2 Lighting and Shading 25
4 Animation 42 6.70% 3 Texture Mapping 25
5 Global Illumination 40 6.40% 4 Geometric Modeling 24
6 Lighting and Shading 37 5.90% 5 Ray Tracing 23
7 Ray Tracing 35 5.60% 6 Rasterization 23
8 Texture Mapping 32 5.10% 7 Transformations 22
9 Rasterization 30 4.80% 8 Global Illumination 17
10 Image Processing 24 3.80% 9 Animation 15
11 OpenGL and WebGL 24 3.80% 10 Color 15
12 Misc 21 3.40% 11 Shaders 14
13 Shaders 16 2.60% 12 Sampling 14
14 Sampling 16 2.60% 13 OpenGL and WebGL 13
15 Color 15 2.40% 14 Misc 12
16 Hierarchical Modeling 11 1.70% 15 Hierarchical Modeling 11
17 Shadows 10 1.60% 16 Image Processing 10
18 Interaction 10 1.60% 17 Shadows 8
19 Applications 9 1.40% 18 Interaction 7
20 Tools 9 1.40% 19 Applications 6
21 Math Review 7 1.10% 20 Tools 6
22 Computer Vision 5 0.80% 21 Math Review 6
23 GPU 5 0.80% 22 GPU 5
24 Visualization 3 0.50% 23 Visualization 3
24 Computer Vision 2
Fig. 3. Percentage of KUs covered by each university according to the ACM/IEEE recommendation. The last line shows the average for all institutions. Data available in
Appendix C.
Table 6 Table 7
Percentage of level 2 clusters for 5 and 7 KUs including the Textbooks used.
non-classified topics.
Name Number of occurrences
Topic Percent Percent
Marschner, Shirley [45] 3
Rendering 62.10% 62.10% Steven Gortler [46] 3
Modeling 15.20% 15.20% Edward Angel [47] 3
Animation 6.80% 6.80% Hearn, Baker, and Carithers [48] 2
Fundamentals 2.60% 2.60% Hughes, van Dam, McGuire, Sklar, Foley, 1
Visualization 0.50% 0.50% Feiner, Akeley [49]
Machine Vision and Image Process – 4.80% Alan Watt [50] 1
Virtual Reality – 0.40%
Non-classified 12.80% 7.60%
4.3. Textbooks
Table A1 Table D1
Number of papers published in 2016 and Number of papers for each instructor responsible for the
2017 in the top 6 journals of the field. introductory CG courses in our surveyed conferences. We
could not find information regarding the instructor at Zhe-
Journal 2016 2017 jiang University. For all the remaining 7 universities the in-
ACM TOG 250 246 structors have no publications in the selected venues.
IEEE CG&A 55 66
University Number of papers
Comp. Graph. Forum 238 247
IEEE TVCG 233 231 Stanford 1
Visual Computer 129 120 MIT 13
Comp. & Graphics 97 82 UBC 9
Total 1003 994 ETH Zurich 13
Daily average 2.75 2.72 Ecole Polytech. Fed. de Lausanne 5
Columbia University 8
The Chinese Univ. of Hong Kong 3
Table B1
Tsinghua University (Beijing) 5
Percentage of authors with only research
Princeton 4
affiliations for the proposed conferences.
Carnegie Mellon University 2
Conference 2015 2016 RWTH Aachen University 7
University of Southern California 4
SIGGRAPH 23.45% 18.71% Tel Aviv University 16
SIGGRAPH Asia 12.47% 22.39% The University of Hong Kong 4
Eurographics 15.32% 11.17% Cornell University 2
Total 18.13% 18.59% The University of Tokyo 1
University of Wisconsin, Madison 4
Texas A&M University 2
Univ. of Sci. and Tech. of China 4
Appendix B. Percentage of research authors in conferences Univ. of California, San Diego 7
Table C1
Percentage of KUs covered by each university according to the ACM/IEEE Curriculum: Rendering (R), Modeling (M), An-
imation (A), Fundamentals (F), Visualization (V), Machine Vision and Image Processing (MVIP), Virtual Reality (VR) and
Non-classified (NC).
University R M A F V MVIP VR NC
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