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
PrequisitesCalculus, Linear Algebra, Data Structures and Algortihms , Object Oriented Programming
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Demonstration
Drill and Practice
Case Study
Project Design/Management
 
Instructor (s) 
Course objectiveThe aim of this course is to teach you how to represent graphical information (modeling) and turn that representation into images (rendering). 
Learning outcomes
  1. After having completed this course (with average success), a student will have
  2. ? in-depth knowledge about modern graphics systems
  3. ? practical experience in transformations in 3D
  4. ? thorough experience in using OpenGL and associated libraries
  5. ? experience in programming graphics hardware and shaders
  6. ? know how to implement your own graphics-programs based on C/C++ and OpenGL
  7. ? explain the mathematics and algorithms behind computer graphics
  8. know how to model complex curves and surfaces in 3D and visualize these
Course ContentGraphics 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

WeeksTopics
Week 1Course Introduction, overview of graphical systems
Week 2Graphics Output Primitives, Attributes of Graphics Primitives
Week 3Interactive Input Methods and Graphical User Interfaces, Quiz I
Week 4Geometric Transformations
Week 5Two Dimensional Viewing, Quiz II
Week 6Three Dimensional Viewing
Week 7Three Dimensional Object Representations, Quiz III
Week 8Three Dimensional Object Representations
Week 9Light-source and material properties, Quiz IV
Week 10Light-source and material properties
Week 11Visible-surface detection methods, Quiz V
Week 12Illumination models and surface-rendering methods
Week 13Color models and color applications, Quiz VI
Week 14Animation
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance145
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments00
Presentation00
Project00
Seminar00
Midterms660
Final exam135
Total100
Percentage of semester activities contributing grade succes065
Percentage of final exam contributing grade succes035
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14570
Presentation / Seminar Preparation000
Project000
Homework assignment000
Midterms (Study duration)6848
Final Exam (Study duration) 12727
Total Workload3543187

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
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