tom navigation keys. One can see the basic structure
of the slides: the slide title on the top left corner in
bold, followed by navigational help line how to move
between the slides, and some help on the default slide
keys at the bottom left, then some state information
about the status of the vertex and fragment shaders,
and the FPS (frames per second) and the elapsed time
metrics tidgets that are updated at run-time, and of-
ten are asked about to be shown while doing demo
to show how efficient or inefficient some real-time
graphics algorithms are.
In Figure 1 is an example of a simple scene with
a set of 3D meshes (that can be interacted with as in-
structed on the slide and to turn on the animation).
The slides in Figure 2, Figure 3, and Figure 4 show
progressively the increase the level of detail of the
graphical information shown on the slide scene from
that particular project (Mokhov, 2004).
The framework is designed to be source-code
portable, i.e. it can compile and produce a runnable
executable in Windows, Linux, and MacOS X plat-
forms, wherever OpenGL and C++ compiler are
available.
3 LIMITATIONS
One of the most obvious limitations of the presented
framework is the amount effort required to program
the slides and as a consequence the presenter has to
have some programming experience. Additionally, in
the current state the programming language restric-
tion is that of C++, so if the programmer designs the
project using another language, they currently have
do the required integration support themselves.
Some of these are mitigated as most of such pre-
senters are computer science professors and students
and teach an learn the graphics. Once a presenta-
tion set of slides created – it can serve both teaching
and learning purposes – to present it in class and if
the source code is made available to students to learn
gradually the techniques from the actual working ex-
amples, done in the presentations. Some other limita-
tions are to be resolved during the future work on this
project.
Another potential limitation of this work is that it
requires to be compiled into an executable that can-
not be edited on the spot without recompilation. It
also places the limitation on the presenter’s hardware
used in the classroom or a conference that should
have all the necessary libraries an drivers to run the
executables as well as perhaps a reasonable graph-
ics card. The software requirements and the corre-
sponding space here are however less stringent than
the complete office installation or even PowerPoint
viewer and does not absolutely require administrative
privileges to install. It is also fair to assume at the
computer graphics events and classes the computers
have the necessary graphics card to enable proper pre-
sentations.
4 CONCLUSIONS
We have presented a framework for OpenGL-based
programs to make power-point like presentation in-
terfaces to projects as well as teaching and educa-
tion materials in computer graphics (Tenneson et al.,
2008; Talton, 2007) and beyond, where each slide
has a navigation capabilities and power points, and
things alike. It additionally includes an OpenGL-
based scene that can be interacted with within that
slide, with the GPU shader support and so on. The
framework allows the presenters to integrate their
computer graphics project with the presentation sav-
ing demo and presentation time to illustrate various
stages of the project evolution as well as demo them.
This idea can be further extended in providing em-
bedded manuals to the games and projects. While the
slides development may require more effort to pro-
duce as they are required to be programmed, they in-
tegrate much better and can express much better the
animation and modeling aspects, even with movies
and audio that OpenGL and its extensions allow with
the demo that other presentation software tools, such
as Microsoft Power Point (Microsoft, Inc., 2008) and
OpenOffice Impress (Sun Microsystems, Inc., 2008)
cannot allow seamless integration with one’s own
projects while giving the presenter all of the control
and interaction they need to present their work.
Future Work. There are a number of items to im-
prove on in the framework to make it more usable and
adopted:
• Release the framework at CGEMS (Jorge et al.,
2008) and SIGGRAPH.
• Integrate with the Softbody Simulation Sys-
tem (Song and Grogono, 2008).
• Integrate with the OpenGL stereoscopic plugin-
framework (Loader et al., 2008).
• Add an optional GLUI interface for navigation
and control when not in the full-screen mode.
• Extend to other languages that support OpenGL,
e.g. Java, Python, and others.
• Export functions to export the presentation as a
sequence of images automatically in case it is ab-
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