BCA611 - 3D GRAPHICS FOR VIDEO GAMES
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
3D GRAPHICS FOR VIDEO GAMES | BCA611 | Any Semester/Year | 3 | 0 | 3 | 7.5 |
Prequisites | Calculus, Linear Algebra, Data Structures and Algortihms , Object Oriented Programming | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Demonstration Drill and Practice Case Study Project Design/Management | |||||
Instructor (s) | ||||||
Course objective | The aim of this course is to teach you how to represent graphical information (modeling) and turn that representation into images (rendering). | |||||
Learning outcomes |
| |||||
Course Content | Graphics programming based on OpenGL and C/C++, Coordinate Systems and Transformations, 2D Graphics, Colour Systems and Shading, 3D Graphics, Lighting, Surface Rendering, Basic Ray Tracing Algorithms, Bezier Curves and Surfaces, Animations. | |||||
References | ? Fundamentals of Computer Graphics, 2. Ed., Peter Shirley, AK Peters Press, 2005, ISBN-10: 1568812698 ? Mathematics for 3D Game Programming and Computer Graphics, 2. Ed., Eric Lengyel, Charles River Media, 2003, ISBN-10: 15845027790. ? Computer Graphics Principles and Practice, Second Edition, Foley, van Dam, Feiner, Hughes, Addison- Wesley Professional, 1995 , ISBN-10: 0201848406 ? Computer Graphics Using OpenGL, 3. Ed. , Francis S. Hill, Prentice-Hall, 2006, ISBN-10: 0131496700 ? The OpenGL Programming Guide: The Official Guide to Learning OpenGL, 4th Ed., Dave Shreiner, M. Woo, J. Neider, Addison-Wesley, 2006, ISBN-10: 0201604582 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Course Introduction, overview of graphical systems |
Week 2 | Graphics Output Primitives, Attributes of Graphics Primitives |
Week 3 | Interactive Input Methods and Graphical User Interfaces, Quiz I |
Week 4 | Geometric Transformations |
Week 5 | Two Dimensional Viewing, Quiz II |
Week 6 | Three Dimensional Viewing |
Week 7 | Three Dimensional Object Representations, Quiz III |
Week 8 | Three Dimensional Object Representations |
Week 9 | Light-source and material properties, Quiz IV |
Week 10 | Light-source and material properties |
Week 11 | Visible-surface detection methods, Quiz V |
Week 12 | Illumination models and surface-rendering methods |
Week 13 | Color models and color applications, Quiz VI |
Week 14 | Animation |
Week 15 | |
Week 16 | Final Exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 14 | 5 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 0 | 0 |
Presentation | 0 | 0 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 6 | 60 |
Final exam | 1 | 35 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 65 |
Percentage of final exam contributing grade succes | 0 | 35 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 5 | 70 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework assignment | 0 | 0 | 0 |
Midterms (Study duration) | 6 | 8 | 48 |
Final Exam (Study duration) | 1 | 27 | 27 |
Total Workload | 35 | 43 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest