The purpose of this post is to design a rigorous (3 month) on-job theoretical and practical training to graduates in computer science (assuming little or no prior knowledge of 3D graphics) to enable them to provide production support, technical and/or R&D services for a pipeline. This is intended to be a broad yet focused course based on self-learning procedures and heavily dependant upon the material available on the internet. The obvious advantages of training in an office are opportunities of collaboration with working professionals in the field and availability of training materials.
I want to have an idea what the introductory professional training course in Computer Graphics should be. It should be close to an academic graphics course but more focused on applications in production pipelines. Having come up with the following after consulting some reading material and some academic courses, I would like to invite Ideas, suggestions and criticism for the content, exercises, direction, literature etc.
Pre Requisites:
[ul]
[li]Linear Algebra (matrices, vectors, surfaces, trigonometry)
[/li][li]Data Structures
[/li]
[li]Object Oriented Programming
[/li][li]C/C++
[/li][/ul]Theoretical Content
[ul]
[li]Introduction, Motivation
[/li][li]Basics, pipeline, environment
[/li][li]Transformations and their mathematics.
[/li][li]Modeling: primitives, surfaces and scene graphs
[/li][li]Texture mapping
[/li][li]Viewing and projection
[/li][li]Perception and color models
[/li][li]Lighting and Shading
[/li][li]Interaction, both event-driven and using selection
[/li][li]Animation and time-dependent behavior
[/li][li]Dynamics and Simulation
[/li][li]Post Production
[/li][li]Artistic standards in lighting, composing and animation
[/li][/ul]
Practical Content
3D Animations Package (e.g. Maya)
[ul]
[li]Basics
[/li][li]Modeling
[/li][li]Animation
[/li][li]Rendering
[/li][li]Simulation and Dynamics
[/li][li]Scripting
[/li][li]Plug-in Development
[/li][/ul] Production Rendering (Renderman)
[ul]
[li]Hierarchical modeling and Scene Definition (RIB)
[/li][li]Working with Rman based renderers
[/li][li]Illumination techniques and tricks
[/li][li]Shader Writing (rsl)
[/li][/ul] Real time Rendering (OpenGL)
[ul]
[li]Basics of 3D Application development
[/li][li]Hierarchical modeling and scene definition
[/li][li]Some Real Time Techniques
[/li][li]Shader Writing (cg)
[/li][/ul]