- 10 ECTS
- IMT1031 Fundamental Programming
- REA2061 Mathematics for Game Programming
Expected learning outcomes
On completion of this course the students will be able to:
- List and describe the components of the graphics pipeline.
- Describe the process of Ray Tracing to create a image.
- Explain the fundamental aspects of animation with respect to programming graphics.
- Create 2D procedural animation.
- Manipulate 3D models with loading, saving and onscreen display.
- Create and manipulate lighting in a 3D scene
- Use OpenGL for rendering 3D environments
- Present the solution to a defined problem orally, and answer question about the solution
- Read and integrate academic material from various online sources
- Improved software development ability
- Reinforce version control and static code analysis
- 2D Graphics
- 3D Graphics Pipeline
- Data representation for graphics
- Lighting and Textures
- Vertex buffer objects and Pixel buffer objects
- Management of graphical assets
- Advanced surface descriptions including normal mapping
- Ray Tracing
- Shadows and reflections
Teaching Methods (additional text)
Student will work in C++ using OpenGL and SFML/SDL, in a problem based learning approach.
Form(s) of Assessment
Home exam, 72 hours
Evaluation of Project(s)
Form(s) of Assessment (additional text)
The course will be evaluated with 40% on two internal projects and 60% on a 3-day take home exam which will conclude with an oral presentation and questions and answers.
Alphabetical Scale, A(best) – F (fail)
Internal examiner, together with external examiner once every three years, next time in 2016.
Ordinary re-sit examination.
Online Resources plus required text:
- Anton's OpenGL 4 Tutorials [Kindle Edition]
with recommended texts:
- OpenGL Programming Guide: The Official Guide to Learning OpenGL , Version 4.3 (8th Edition)
- OpenGL superbible : comprehensive tutorial and reference , Richard S. Wright, 5th Ed.
If there are fewer than 5 students in the course the form will change to suit the class size.