Real-Time Graphics Programming for Games 1

7.5 credits

Syllabus, Bachelor's level, 5SD805

A revised version of the syllabus is available.
Code
5SD805
Education cycle
First cycle
Main field(s) of study and in-depth level
Computer Science G1F
Grading system
Fail (U), Pass (G), Pass with distinction (VG)
Finalised by
The Department Board, 22 February 2017
Responsible department
Department of Game Design

Entry requirements

Programming with C/C++ 1: Introduction, 5 credits. Programming with C/C++ 2: Algorithms, Data Structures and Design Patterns, 5 credits. Linear Algebra, Trigonometry and Geometry, 7.5 credits.

Learning outcomes

Upon completing the course, students will be able to:

  • describe the modern rendering pipeline,
  • explain fundamental terms and concepts within real-time computer graphics,
  • use matrices for transforming geometry,
  • use programmable shaders to achieve different graphical effects,
  • use a low-level graphics API, such as OpenGL

Content

The objective of the course is to give an introduction to programming real-time graphics with C/C++ using a low-level graphics API such as OpenGL or DirectX. The course goes through modern rendering pipeline and its different stages, primitive transformation, depth buffering, programming shaders for the GPU (Graphics Processing Unit), polygon rasterization, texturing and sampling, lighting models and view frustum culling.

Instruction

Lectures, teacher led exercises, laboratory work and compulsory hand-in assignment.

Assessment

Assessment through an approved assessment.

GRADES

The possible grades for the course are Pass with Distinction, Pass or Fail.

PLAGIARISM AND CHEATING

Uppsala University takes cheating and plagiarism seriously and disciplinary actions will be taken against students suspected of being involved in any form of cheating and / or plagiarism. The disciplinary measurements are warning and shutdown for a limited time.

NOTE: Only completed courses can count toward a degree.

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