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Syllabus
Note: If you have a disability that may require an
accommodation for taking this course, please contact the Learning
Assistance Center (758-5929) within the first two weeks of the
semester.
Course Description: This course is an
introduction to programming a 3D graphics engine. The course covers
the basic concepts and techniques of developing a 3D engine that can
be used in computer games. The course also covers the mathematical
foundations that are utilized in 3D rendering. The format of the
course requires: (1) pre-class readings, (2) student presentation
and class discussion of the textbook materials, and (3)
individuals/groups researching the relevant topics to expand the
understanding on these topics. The term project for this course will
be a simple but functional 3D graphics engine.
Textbook: Beginning OpenGL Game
Programming, by Dave Astle and Kevin Hawkins, Premier Press,
2004. ISBN: 1592003699
References and Selected Readings:
- Tricks of the 3D Game Programming Gurus, Advanced 3D
Graphics and Rasterization, by André LaMothe
Sams
Publishing, 2003 ISBN 0672318350
- Computer Graphics with OpenGL, 3rd ed., by Donald
Hearn and M. Pauline Baker
Pearson Prentice Hall, 2004 ISBN
0130153907
- 3D Game Engine Programming, by Stefan Zerbst and
Oliver Düvel
Thompson Course Technology PTR, 2004 ISBN
1592003516
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Evaluation:
20%: quizzes 30%: exercises 15%: class participation (how
well-prepared for class and enthusiasm during in-class
discussions) 35%: term project
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