The curriculum is based on 3D graphics for games and simulations and will be based on current 3D graphics platforms.
Basic use of relevant 3D API and tools.
Basic vector, matrix calculus and transformations.
Basic shader programming.
Use of texture, light, colors and materials.
Simple collision detection.
Use 3D models in games.
Apply texture to 3D models.
Basic application of physics engine.
What do you learn?
Knowledge and understanding:
Knowledge of basic 3D transformations with vector and matrix calculus.
Be able to explain concepts and terms such as vertex, polygon, primitive, mesh, graphics pipeline, texture, light calculation, normal vectors, shader, frustum.
Knowledge of basic shader programming and GLSL ES.
Knowledge of programming and the use of light, textures, colors and materials in connection with 3D graphics.
Know basic data structures that can be used to represent 3D models.
Be able to use 3D models, made in external tools, in own programs.
Knowledge of physics engines used in connection with 3D graphics and simulations.
Able to use standard development tools.
Be able to use and create simple shader programs.
Be able to develop games that contain controllable and moving (textured) 3D characters, terrain and light sources.
Able to convert, export and import 3D models.
Be able to reflect on the choice of tools to use for 3D graphics and games.
Be able to use a physics engine in connection with the development of simulations and games.
Must have acquired sufficient technical terminology to be able to participate in professional discussions within the subject area of 3D graphics and basic game programming.
Can convey knowledge of computer graphics and programming technical elements associated with simulations and games.
Knowledge of planning and implementation of major programming projects, both alone and as a participant in a group.
Knowledge of ethical consequences of technological choices and solutions.
15 freelancers are bidding on average $16/hour for this job
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