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Proceedings Non-Photorealistic Shading in an Educational Game Engine

Author(s): Bert Freudenberg, Maic Masuch.
Proceedings: Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools, Snowbird, Utah, USA, June 1 - 4, 2002.
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Abstract:
At the University of Magdeburg we use game programming as an on-going topic in practical courses for computer science students. The 3D game engine we use is ``educational'' in at least two senses:Firstly, it's used by students for their projects. Secondly, we used it for a virtual walk-through that was publicly shown in a museum exhibition, educating visitors about archaeology and architecture. One of the interesting questions to ask when using a piece of technology for teaching is if one should solely focus on the state of the art as it stands, or if one should encourage thinking outside of the box. While the former certainly is easier to accomplish, and necessary to lay the foundation for getting known to the field, we try to do the latter, too. In the context of gaming, we try to identify areas that are not yet widely explored by commercial games. One such area is the visual style of games. Presented at the SIGGRAPH and Eurographics Campfire. Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools. Snowbird, Utah, USA, June 1 - June 4, 2002.


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