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An Eye for an AI: Evaluating GPT-4o's Visual Perception Skills and Geometric Reasoning Skills Using Computer Graphics Questions

aut.relation.conferenceSA '24: SIGGRAPH Asia 2024 Educator's Forum
aut.relation.endpage8
aut.relation.startpage1
dc.contributor.authorFeng, Tony Haoran
dc.contributor.authorDenny, Paul
dc.contributor.authorWünsche, Burkhard C
dc.contributor.authorLuxton-Reilly, Andrew
dc.contributor.authorWhalley, Jacqueline
dc.contributor.editorIgarashi, T
dc.contributor.editorXie, H
dc.date.accessioned2024-12-11T23:16:14Z
dc.date.available2024-12-11T23:16:14Z
dc.date.issued2024-11-22
dc.description.abstractCG (Computer Graphics) is a popular field of CS (Computer Science), but many students find this topic difficult due to it requiring a large number of skills, such as mathematics, programming, geometric reasoning, and creativity. Over the past few years, researchers have investigated ways to harness the power of GenAI (Generative Artificial Intelligence) to improve teaching. In CS, much of the research has focused on introductory computing. A recent study evaluating the performance of an LLM (Large Language Model), GPT-4 (text-only), on CG questions, indicated poor performance and reliance on detailed descriptions of image content, which often required considerable insight from the user to return reasonable results. So far, no studies have investigated the abilities of LMMs (Large Multimodal Models), or multimodal LLMs, to solve CG questions and how these abilities can be used to improve teaching. In this study, we construct two datasets of CG questions requiring varying degrees of visual perception skills and geometric reasoning skills, and evaluate the current state-of-the-art LMM, GPT-4o, on the two datasets. We find that although GPT-4o exhibits great potential in solving questions with visual information independently, major limitations still exist to the accuracy and quality of the generated results. We propose several novel approaches for CG educators to incorporate GenAI into CG teaching despite these limitations. We hope that our guidelines further encourage learning and engagement in CG classrooms.
dc.identifier.doi10.1145/3680533.3697064
dc.identifier.isbn9798400711367
dc.identifier.urihttp://hdl.handle.net/10292/18456
dc.publisherACM
dc.relation.urihttps://dl.acm.org/doi/10.1145/3680533.3697064
dc.rights© 2024 Copyright held by the owner/author(s). Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s).
dc.rights.accessrightsOpenAccess
dc.subject46 Information and Computing Sciences
dc.subject4608 Human-Centred Computing
dc.subject4602 Artificial Intelligence
dc.titleAn Eye for an AI: Evaluating GPT-4o's Visual Perception Skills and Geometric Reasoning Skills Using Computer Graphics Questions
dc.typeConference Contribution
pubs.elements-id576466

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