Villanova Department of Computing Sciences

High achievement always takes place in the framework of high expectation.

— Jack Kinder

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The ACM Student Research Competition held at the 2015 SIGCSE conference consisted of two categories of competition, graduate and undergraduate, with prizes awarded based on judging during the conference. Research from all areas of computer science qualified. Judges included professional computer scientists attending the conference activities. Students’ research was evaluated on the quality and significance of the work, and the quality and clarity of both an oral and visual presentation. The top three winners in the undergraduate and graduate categories as determined by the judges’ evaluation of the conference presentations received prizes of $500, $300, and $200, respectively. More...

Friday, March 27, 2015

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The Villanova Cave Automatic Virtual Environment (CAVE) was featured WHYY’s The Pulse. Professor Frank Klassner and Freshman Computer Science major Charles Walberg were both interviewed by WHYY's The Pulse to explore the CAVE's potential as a classroom facility. Villanova's CAVE comes courtesy of a $1.67 million National Science Foundation grant, which covers the cost of the unit, along with a $15,000 hi-resolution camera that can be used to create original content. During the interview Professor Klassner displayed a virtual model of a newly renovated lounge and study area on campus. Charles Walberg responded to his experience in the CAVE by stating, "I'm really blown away by a) how similar it looks to the room I've actually been in before, and then b) I guess, just how real it looks, how lifelike everything is." More...

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  • 161 Mendel Science Center
    Villanova University
    800 Lancaster Avenue
    Villanova, PA 19085-1699
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Senior Projects

Senior Projects 2014 3D Graphics Environments

As graphics scenes continue to grow in importance and complexity, it becomes increasingly challenging to efficiently select a three-dimensional object from a graphics scene. There is currently a lack of readily available information about algorithms which will allow responsiveness in graphics scenes to keep up with its intricacy. From a gaming perspective, complexity in computer graphics has increased so drastically because thousands of users can participate together in games which involve a high frequency of selecting objects from a graphics scene - situations which used to just involve one individual. Selecting three-dimensional objects from a graphics scene poses a challenge because each object exists in a native, local coordinate system which needs to eventually be realistically seen on a two-dimensional screen in order to be selected by users. We intend to begin by evaluating the theory and mathematics behind these operations. Following this analysis, our goal is to properly document an efficient picking algorithm, the type of algorithms used for selection, which will retain appropriate performance as graphical complexity continues to grow. To do this, we will evaluate the ray casting and color picking algorithms in terms of speed and accuracy and compare our results throughout different complexities. We hope to conclude that under certain conditions, regardless of user, one algorithm significantly outperforms the other.

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