Teaching « Rama Hoetzlein



Full Teaching Statement (4-page), with Student Works

My teaching approach is founded strongly on collaboration. Interdisciplinary collaboration enables the student to identify conceptual, communicative and practical boundaries between disciplines, which they can later apply to real world problem-solving. As a co-founder of the Game Design Initiative at Cornell University, we discovered that collaboration between fields results in novel projects, encourages creativity, and enriches the learning experience.

Education in engineering and the humanities must first be based on acquiring knowledge and practice. From 2007 to 2010, I was Co-Director of the Transliteracies Project for RoSE, a Research-oriented Social Environment, leading a team of five engineers and media artists to collaborate with literary scholars in the Department of English. As the student progresses they are able to pursue more challenging topics. However the rapid growth of novel media, including augmented and virtual reality, 3D printing, online worlds, video games and artificial intelligence, strongly suggests that the space of potential ideas is much greater than classical topics of even ten years ago. In 2011, I was Assistant Professor in motion capture and graphics in the Medialogy Program at Aalborg University, Copenhagen, where these topics are integrated into a unified education in media arts. Interdisciplinary collaboration presents a way forward as a practical methodology for students and teachers to reformulate existing methods to reach these new and unexplored spaces in meaningful ways.


The following are complete slide sets for a curriculum series in computer graphics, animation, and media arts. Copyright for images found in slides are retained by the original authors. For educational use only.

Introduction to Computer Graphics

Practical Course in Computer Graphics using OpenGL

ppt Basic Lighting and Illumination ppt Introduction to Computer Graphics
ppt Introduction to Graphics: Viewing Transformations ppt Introduction to OpenGL & Hardware
ppt Introduction to Graphics: Lighting and Illumination
OpenGL: Lighting & Color
ppt Introduction to Graphics: Object Representation & Modeling ppt Modeling & Tesselation
ppt Introduction to Graphics: Hidden Surface Removal ppt 3D Object Representation
ppt Raytracing ppt Texture Mapping
ppt OpenGL: Texture Mapping

Advanced Computer Graphics

ppt IGX Lab – Command-Line Framework for OpenGL
ppt Shader Graphs
ppt Raytracing and Global Illumination

Animation and Motion Capture

ppt History of Raytracing ppt Global Illumination: Radiosity, Photon Mapping & Path Tracing
ppt Polygonal Modeling ppt Procedural Modeling
ppt Non-Realistic Rendering: Drawing ppt Artificial Intelligence for Gaming
ppt Non-Realistic Rendering: Painting ppt Collision Detection
ppt Global Illumination: Radiosity and Photon Mapping ppt Animation: Basic Principles
ppt Scene Graphs ppt Animation: Walk Cycles
ppt Motion Capture: History & Basics

Media Arts

ppt Motion Capture: Hardware & Workflow
ppt Media Arts: A Brief History ppt Motion Capture: Recent Trends
ppt Prototyping & Failure: The Art of Design ppt The Animation & Games Industries
ppt Media Arts: Future Trends
ppt Artistic Modeling


Art and Media Theory

  • What is New Media Art?
  • Timeline of 20th C. Art and New Media
  • Fukushima Radiation Comparison Map
  • Artificial Intelligence

  • Social Simulation and the Scientific Method
  • A Turing Test: For “Real” Humans
  • Economics

  • The Hidden Costs of Health Care
  • Myth of the Free Market
  • Problems with Capitalism
  • Energy Independence
  • Being American: Stability and Happiness
  • Occupy Wall Street: A Basis for Change
  • Education in America: The Next Bubble
  • Civil Disobedience: What is it? Where is it?
  • Computer Graphics

  • Multi-Monitor Rendering in OpenGL
  • Surface Reconstruction of SPH Fluids
  • Sprite Testing for Rich Internet Applications
  • Web Design MymensinghPremium WordPress ThemesWeb Development

    New Website Launched

    November 12, 2014November 12, 2014
    This new personal website contains previously unpublished videos, updated content, and more on teaching materials and current research.

    Fluids v.3.1 presented at GPU Technology Conference 2014

    March 7, 2014March 7, 2014
    news_fluidsNovel methods for fluid simulation were presented at the GPU Technology Conference, in Santa Clara, CA. The new Fluids v.3.1 can simulate over 4 million particles at 4 fps, is easier to build, and runs on CUDA 5.0 and 5.5.

    Starting Position as Graphics Developer with NVIDIA

    January 1, 2013January 1, 2013
    nvidia_logoThis January, 2013, I start a new position in Graphics Research at NVIDIA Corporation in Santa Clara, CA, working with CAD clients to develop GPU technologies, and exploring topics in computer graphics.