Faculty of Health, Engineering and Science

School: Computer and Security Science

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Introduction to 3D Game Programming
  • Unit Code

    CSP2307
  • Year

    2015
  • Enrolment Period

    1
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus
    Online

Description

This unit introduces real-time 3D graphics programming techniqueswith an emphasis on the development ofcomputer games. Various texture mapping and polygon shading techniques are implemented and contrasted. Techniques for handling polygonal objects and object collisions are discussed. Special attention is paid to the use of linear algebrafor 3D projections, transformations and computer simulations.

Prerequisite Rule

Students must pass 1 unit from CSD2341

Equivalent Rule

Unit was previously coded CSP2306

Learning Outcomes

On completion of this unit students should be able to:

  1. Apply the mathematical techniques used in video games, specifically the use of trigonometry, vectors, matrices and quaternions.
  2. Explainthe process of applying textures to objects in a 3D space, compare and contrast various texture filtering algorithms.
  3. Implement collision detection and response routines.
  4. Outlinethe major technologies used in the video game development industry.
  5. Produce applications with interactive 3D graphics.
  6. Render 3D objects with perspective transformations, surface shading, back-face culling and depth buffer algorithms.

Unit Content

  1. 3D graphics and co-ordinate systems.
  2. Coding techniques for video games.
  3. Collision detection and response.
  4. Game programming concepts and associated APIs.
  5. Lighting, blending, and fog equations.
  6. Linear dynamics of rigid objects.
  7. Rotation using matrices, Euler angles,and quaternions.
  8. Texture mapping and filtering.

Additional Learning Experience Information

Lectures and workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
AssignmentWorkshop Portfolio20%
AssignmentPractical Project40%
ExaminationFinal Examination40%
ONLINE
TypeDescriptionValue
AssignmentWorkshop Portfolio20%
AssignmentPractical Project40%
ExaminationFinal Examination40%

Text References

  • ^ Stahler, W. (2005). Fundamentals of math and physics for game programmers. London: Prentice Hall.
  • ^ Astle, D. & Hawkins, K. (2004). Beginning OpenGL game programming. Boston, MA: Premier Press.
  • Stahler, W. (2004). Beginning math and physics for game programmers. Indianapolis: New Riders.
  • Lengyel, E. (2002). Mathematics for 3D game programming & computer graphics. Hinghan, MA: Charles River Media.
  • Hearn, D. & Baker M. P. (2004). Computer graphics with OpenGL (3rd ed.). Upper Saddle River, NJ: Pearson Education.
  • Foley, J. D., Dam, A. V., Feiner, S. K., & Hughes, J. (1990). Computer graphics principles and practice (2nd ed.). Boston, MA: Addison-Wesley.
  • Astle, D., Hawkins K., & La Mothe, A. (2002). OpenGL game programming. Boston, MA: Premier Press.
  • Verth, J. M. V. & Bishop, L. M. (2004). Essential mathematics for games and interactive applications: a programmers guide. Amsterdam, Boston: Morgan Kaufmann.
  • Wright, R.S. & Lipchak, B. (2005). OpenGL superbible (3rd ed.). Indianapolis: Sams Publishing.
  • Hill, F. S. (2001). Computer graphics using Open GL (2nd ed.). London: Prentice Hall.

^ Mandatory reference


Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

CSP2307|1|1

Faculty of Health, Engineering and Science

School: Computer and Security Science

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Introduction to 3D Game Programming
  • Unit Code

    CSP2307
  • Year

    2015
  • Enrolment Period

    2
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus
    Online

Description

This unit introduces real-time 3D graphics programming techniqueswith an emphasis on the development ofcomputer games. Various texture mapping and polygon shading techniques are implemented and contrasted. Techniques for handling polygonal objects and object collisions are discussed. Special attention is paid to the use of linear algebrafor 3D projections, transformations and computer simulations.

Prerequisite Rule

Students must pass 1 unit from CSD2341

Equivalent Rule

Unit was previously coded CSP2306

Learning Outcomes

On completion of this unit students should be able to:

  1. Apply the mathematical techniques used in video games, specifically the use of trigonometry, vectors, matrices and quaternions.
  2. Explainthe process of applying textures to objects in a 3D space, compare and contrast various texture filtering algorithms.
  3. Implement collision detection and response routines.
  4. Outlinethe major technologies used in the video game development industry.
  5. Produce applications with interactive 3D graphics.
  6. Render 3D objects with perspective transformations, surface shading, back-face culling and depth buffer algorithms.

Unit Content

  1. 3D graphics and co-ordinate systems.
  2. Coding techniques for video games.
  3. Collision detection and response.
  4. Game programming concepts and associated APIs.
  5. Lighting, blending, and fog equations.
  6. Linear dynamics of rigid objects.
  7. Rotation using matrices, Euler angles,and quaternions.
  8. Texture mapping and filtering.

Additional Learning Experience Information

Lectures and workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
AssignmentWorkshop Portfolio20%
AssignmentPractical Project40%
ExaminationFinal Examination40%
ONLINE
TypeDescriptionValue
AssignmentWorkshop Portfolio20%
AssignmentPractical Project40%
ExaminationFinal Examination40%

Text References

  • ^ Stahler, W. (2005). Fundamentals of math and physics for game programmers. London: Prentice Hall.
  • ^ Astle, D. & Hawkins, K. (2004). Beginning OpenGL game programming. Boston, MA: Premier Press.
  • Verth, J. M. V. & Bishop, L. M. (2004). Essential mathematics for games and interactive applications: a programmers guide. Amsterdam, Boston: Morgan Kaufmann.
  • Stahler, W. (2004). Beginning math and physics for game programmers. Indianapolis: New Riders.
  • Hill, F. S. (2001). Computer graphics using Open GL (2nd ed.). London: Prentice Hall.
  • Foley, J. D., Dam, A. V., Feiner, S. K., & Hughes, J. (1990). Computer graphics principles and practice (2nd ed.). Boston, MA: Addison-Wesley.
  • Astle, D., Hawkins K., & La Mothe, A. (2002). OpenGL game programming. Boston, MA: Premier Press.
  • Wright, R.S. & Lipchak, B. (2005). OpenGL superbible (3rd ed.). Indianapolis: Sams Publishing.
  • Hearn, D. & Baker M. P. (2004). Computer graphics with OpenGL (3rd ed.). Upper Saddle River, NJ: Pearson Education.
  • Lengyel, E. (2002). Mathematics for 3D game programming & computer graphics. Hinghan, MA: Charles River Media.

^ Mandatory reference


Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

CSP2307|1|2