Teaching Statement

My teaching statement is presented in the following sections. Most of it applies specifically to the teaching of computer graphics (CG) courses, given my 20 year career in the entertainment industry (specializing in visual effects and computer animation) and 8 years of experience, teaching part-time in the CS department at USC.

Objectives

When it comes to teaching graphics courses, here are my key objectives:

Applied together, these objectives help me present a fuller picture in every course, where the students do not walk away with just subject matter knowledge.

Approach/techniques

CG by definition is visual in nature. Further, almost all of CG to date (with some exceptions such as non-photoreal rendering) has doggedly pursued replicating realism (in models and motion) and photorealism (in rendering). Given this, make liberal use of 'the real world' when I teach CG. Why just talk about a directional light when I can gesture at the projector in the classroom? Why discuss texture mapping in the abstract when I can hold up my Coke bottle and point to its label? Likewise, I tug on my shirt when I discuss cloth equations, pour liquids into a cup while presenting fluid simulation, use my iPhone camera (turned on) to demonstrate camera moves, and so on. I even use the corners of furniture and the classroom to discuss coordinate system (axis) transforms, gesture at my eyes and tilt my head when talking about camera space, etc. In addition, I energetically cover the two or three blackboards in the classroom, with diagrams and equations. All this helps me make sure that everyone can see the connection between CG and the real world.

Given my intimate familiarity with researchers' work (going back to the early days of graphics), knowledge of research groups around the world, familiarity with third-party software and its makers, commercial CG-based enterprises (game studios, vfx houses, animation studios) etc., I am always relating these to what the textbook says, to make the topics 'come alive' for the students.

The Internet and the browser provide excellent opportunities to make the subject even more interesting. Eg. a Google search for 'Phong shading' or 'volume rendering' brings up thousands of images, a cornucopia to choose from for presenting in class. Oftentimes I do such live searches, to show many more examples than what my own lecture material contains. Again, this helps students see the value and scope of what they are learning; in some cases, it gives them new directions to pursue, new things to try with their own code, etc. Likewise, I also use interactive apps where relevant (eg. while presenting Bezier math, Voronoi polygons, etc.). Interaction makes diagrams come alive, and motivate students to learn by tweaking and exploring.

Results

The feedback that I get from students (end-of-term evaluations including the hand-written notes section, via email, in person, via RateMyProfessor.com, Facebook) is gratifying. More importantly, it validates my approaches to teaching, and lets me gauge the extent of success with my objectives. Students can be brutally honest, and let me know problem areas as well. When I see areas for improvement, I jump on those and try to address them. As for the positive feedback, here are some:

Future directions

In addition to continuing to teach the current set of CG courses, I would also like to:

Summary

Teaching high quality computer graphics courses is the one thing I would like to do with my life, more than anything else! To be successful at this, I have the relevant industry experience, deep knowledge of the field, passion/enthusiasm to stimulate and motivate learning, an interdisciplinary education, and equally importantly, a deep-seated need to connect and engage with my audience/students. Additionally I am also interested in teaching lower-division programming courses and core CS topics, in service of the CS department's and USC's goal of shaping up to be a world-class research institution via a renewed focus on the quality of undergraduate education.