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For each chapter listed below from Fundamentals of Computer Graphics, Third Edition, please indicate the level of usefulness in your course: |
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Chapter 2, Miscellaneous Math. |
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Chapter 3, Raster Images. |
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Chapter 5, Linear Algebra. |
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Chapter 6, Transformation Matrices. |
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Chapter 8, The Graphics Pipeline. |
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Chapter 9, Signal Processing. |
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Chapter 10, Surface Shading. |
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Chapter 11, Texture Mapping. |
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Chapter 12, Data Structures for Graphics. |
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Chapter 13, More Ray Tracing. |
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Chapter 16, Implicit Modeling. |
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Chapter 17, Computer Animation. |
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Chapter 18, Using Graphics Hardware. |
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Chapter 19, Building Interactive Graphics Applications. |
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Chapter 22, Visual Perception. |
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Chapter 23, Tone Reproduction. |
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Chapter 24, Global Illumination. |
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Chapter 25, Reflection Models. |
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Chapter 26, Computer Graphics in Games. |
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Chapter 27, Visualization. |
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Chapter 28, Spatial-Field Visualization. |
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For those chapters you do not cover, why do you omit them from your course (select all that apply)? |
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For each of the pedagogical elements in this text, please indicate the relative usefulness of the feature. For each feature select all the qualities that apply: |
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Feature: end-of-chapter “Notes” |
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Feature: end-of-chapter “Frequently Asked Questions” |
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Feature: end-of-chapter “Exercises” |
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Feature: marginalia within text (i.e., examples, call-outs, figures) |
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| Which topics do you cover in your course that are not included in the third edition of Fundamentals of Computer Graphics? | | |
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| What trends are underway in academia, industry or your own department that will impact this course in the next two years? | | |
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| Have you considered switching to another text? If so, which title and why? | | |
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| If you could ask the authors to make one improvement, what would it be? | | |
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