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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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