Logged in as: Geoffrey Leach
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Teaching Period: Sem 2 2009
Course Code: COSC1226
Course Title: Real-Time Rendering and 3D Games Programming
School: 140H Comp Sci & Info Technology
Career: Undergraduate
Campus: City Campus
Learning Mode: Face-to-Face
Primary Learning Mode:
The primary learning mode is self-directed learning via project
work, although there will be face-to-face learning in both lectures and
tutorials. Assessment is 100% assignment work and is the focus of the
student learning experience.More details may be found online at the
course website
http://www.cs.rmit.edu.au/~gl/teaching/rtr&3dgp/index.xhtml and in the course
newsgroup rmit.cs.RealTimeRenderingAnd3DGamesProgramming.
Credit Points: 12
Teacher Guided Hours: 36 per semester
Learner Directed Hours: 108 per semester
Course Coordinator: Geoff Leach
Course Coordinator Phone: +61 3 9925 3207
Course Coordinator Email:gl@rmit.edu.au
Offering Coordinator: Geoff Leach
Offering Coordinator Phone: +61 3 9925 3207
Offering Coordinator Email:gl@rmit.edu.au
Offering Coordinator Location: 14.11.30
Additional Staff Contact Details
Tutor: Pyar Knowles
pknowles@cs.rmit.edu.au
Pre-requisite Courses and Assumed Knowledge and Capabilities
Interactive 3D Graphics and Animation
Course Description
The course introduces key topics, principles and techniques of real-time rendering and 3D games programming and provides an opportunity for students to pursue a games or real-time rendering programming project. The formal lecture series covers material from a range of topics, with students expected to incorporate relevant components into their projects. Most projects are expected to use OpenGL as the primary 3D graphics library, C/C++ as the primary programming language and to run under the Linux operating system.
Objectives/Learning Outcomes/Capability Development:
Capability Development
Development of student graduate attributes is an ongoing process
that takes place in all courses and over the period of the whole
course. This course particularly develops the following graduate
capabilities of problem solving, knowledge acquisition and creativity
through study of real-time rendering, spatial data structures,
hierarchical modelling formats, physically based modelling, graphics
performance and graphics programming.
Learning Outcomes
On completion of the course, you should:
- have a grasp of physically-based modelling;
- be familiar with intersection detection and collision detection techniques;
- understand the purpose of spatial data structures and be familiar with regular grids and BSP trees;
-
have examined in detail, and modified, a simple physically based
particle system with collision detection and collision dynamics;
-
have implemented an application which uses real-time rendering -
typically a 3D game, a game engine or a game mod, a visual simulation -
or built a tool for real-time rendering or designed and built a game
map or virtual world;
- have enhanced their graphics programming skills and knowledge or their game or virtual world modelling skills;
-
understand the graphics pipeline and graphics performance, have
conducted some graphics benchmarking, and be familiar with techniques
for optimising graphics performance;
- be familiar with some stencil buffer techniques, shadow generation in particular;
- be familiar with shaders and the idea of the programmable graphics pipeline.
Overview of Learning Activities
The project work will be the focus of the student learning experience. Syllabus material will be presented, explained and illustrated with demonstrations and examples in lectures, classes, or online. Completion of tutorial questions and laboratory exercises and projects, are designed to give further practice in the application of theory and procedures, and to give feedback on your progress and understanding. These include discovery exercises where students will be guided to discovering particular results or effect through running and modifying example programs. Private study will consolidate your understanding of the theory and practice.
Details of Learning Activities
Each week has a 2 hour lecture and a 1 hour tutorial/laboratory
scheduled. New material is generally presented in lectures, with
further exploration and clarification occuring in tutorials via
problems and excercises. Some of the tutorials will include discovery
exercises where students will be guided to discovering particular
results or effects through running and modifying example programs.
A number of special learning experiences are planned, including
guest industry speakers talking about working in the games industry as
games programmers, a visit to the RMIT virtual reality centre and a
guest talk about graphics rendering using high performance clusters -
all subject to availability.
Development of student graduate attributes is an ongoing process
that takes place in all courses and over the period of the whole
course. This course particularly develops the student in areas of
problem solving, knowledge acquisition and creativity through study of
real-time rendering, shaders, graphics performance, spatial data
structures, physically based modelling, graphics performance and
graphics programming.
As stated above, the project work being 100% of assessment is the
focus of the student learning activities and experience, typically
requiring integration of some of the material from lectures, tutorials
and labororatories but also material found by independent research.
Teaching Schedule
Proposed schedule, subject to change
Week 1
Lecture: Course introduction and overview. SDL.
Tutorial: SDL
Week 2
Display lists. Arrays. Structuring data. Vertex arrays. Vertex buffer objects.
Tutorial: Display lists, vertex arrays and vertex buffer objects.
Week 3
Lecture:. Graphics performance and benchmarking.
Tutorial: Benchmarking. Viewperf
Week 4
Lecture: Shaders 1
Tutorial: Shaders. Assignment assistance
Week 5
Lecture: Shaders 2
Tutorial: Shaders
Week 6
Lecture: VR centre visit
Tutorial: Assignment assistance
Week 7
Lecture: Hierarchical modelling
Tutorial: Hierarchical modelling
Week 8
Lecture: Scene graph libraries
Tutorial: Scene graph libraries
Week 9
Lecture: Games industry guest speakers
Tutorial: Project assistance
Week 10
Lecture: Game physics
Tutorial: Game physics
Week 11
Lecture: Research topics
Tutorial: Project assistance
Week 12
Final assignment demonstrations
Overview of Learning Resources
You will make extensive use of computer laboratories and
relevant software provided by the School. You will be able to access
course information and learning materials through the Learning Hub
(also known as online@RMIT) and may be provided with copies of
additional materials in class or via email. Lists of relevant reference
texts, resources in the library and freely accessible Internet sites
will be provided.
Use the RMIT Bookshop’s textbook list search page to find any recommended textbook(s).
Learning Resources
Prescribed Texts
|
Moller, T. and Haines, E (2008), Real-Time Rendering, 3rd Edition, A K Peters |
References
|
- Randi J. Rost, John M. Kessenich, Bartholh Lichtenbelt, Hugh
Malan, Mike Weiblen, (2006) OpenGL Shading Language, 2nd edition,
Addison Wesley. |
Other Resources
For extra support with study organisation, assignment planning or
learning skills you may wish to contact any of the following:
Learning Skills Unit:
For appointments - ring 9925 4488 or go to Bldg 93, level 3
For drop-in, no appointment needed - go to HUB Bldg 12, level 4
CS&IT Teaching & Learning Advisors:
For appointments go to http://inside.cs.rmit.edu.au/staffbooking/ & click on Jeanette Holkner or Cecily Walker.
Overview of Assessment
The course’s nature is that of a graphics programming project or software engineering project with 100% assignment work - with the project being the focus of the student learning experience. In the project, students are expected to use some of the material introduced in the lectures, tutorials and laboratories, but also material found by independent research. In general, due to the diverse range of projects students undertake there is a need to work independently.
See Assessment Tasks (part B course guide for this Teaching Period) for assessment details, including deadlines, weightings, and hurdle requirements. For standard assessment information relating to Computer Science and IT courses see: http://www.rmit.edu.au/compsci/cgi
Assessment Tasks
Assessment Tasks
Project work 100%
Assignment 1: 33% (due end week 4)
Assignment 2: 33% (due end week 7)
Assignment 3: 33% (due Wed week 12)
1% bonus for completing all assignments.
Assignment deadline dates will be stated on assignments along with other details.
Assignments may need to be demonstrated in the Sutherland laboratory.
Assignments must be submitted electronically using turnin, unless otherwise agreed with the lecturer.
For standard assessment information relating to Computer Science and IT courses see: http://www.rmit.edu.au/compsci
Course Overview: Access Course Overview