3D Graphics Programming
Area of Study
Computer Programming, Computer Science
Taught In English
? Successful completion of CI4500/CI4510 or similar;
? In addition, for Study Option 3 entry, completion of introductory programming in
OpenGL and XNA.
Course Level Recommendations
ISA offers course level recommendations in an effort to facilitate the determination of course levels by credential evaluators.We advice each institution to have their own credentials evaluator make the final decision regrading course levels.
Recommended U.S. Semester Credits4
Recommended U.S. Quarter Units0
Hours & Credits
This module provides students with core knowledge of the computer graphics methods
of geometric modelling, projection, rendering and shading and to prepare students for
writing their own computer graphics applications using industry-standard specialised
It explores lower level games programming with an emphasis on C++, 3D graphics
libraries and the mathematical concepts underpinning them.
Autumn Semester content: To develop knowledge of database design in order to
critically analyse and evaluate database modelling and development methods. Gain a
detailed insight into the practical and theoretical aspects of advanced topics in
databases, such as object-relational databases, data warehouses and distributed
databases. Create, implement and critically test and evaluate an advanced database
Spring Semester content: advanced 3D rendering techniques and shader programming
Whole module topics covered may include:
? Libraries: such as OpenGL, Direct3D
? Game mathematics: coordinate systems (more advanced), matrix
transformations, homogeneous coordinates, projections, quaternions, vectors in
3 dimensions, vector algebra, parametric equations of lines, planes and simple
curves, dot and cross products in 3D, tangents and normals, intersections, linear
equations of two variables, flight dynamics
? Games physics: collision detection and response (more advanced), introduction
to ragdoll physics, introduction to animation and inverse kinematics. Physics of
spacecraft, flight, vehicles.
? 3D Computer Graphics: z-buffering, rasterization, texture, clipping, anti-aliasing,
clipping, filling, illumination techniques, shading, colour models, ray tracing,
rendering techniques, normal maps, mipmaps, graphics pipeline
? Shaders: low level shader languages, GPU programming, integration of shader
and game code
? Special effects for games: e.g. fire, water, rain and snow, animation and particles
? Testing, debugging and documentation: considerations for optimisation.
Teaching: Lectures, tutorials, workshops, case studies, exercises, discussion groups, and practice
STUDY OPTION 1:
? Coursework: Time-limited tests; written reports; practical exercises (100%)
STUDY OPTION 2 or 3: portfolio of coursework (100%).
Study Option 1 = Whole Year
Study Option 2 = Autumn
Study Option 3 = Spring/summer
Courses and course hours of instruction are subject to change.
Eligibility for courses may be subject to a placement exam and/or pre-requisites.
Some courses may require additional fees.
Credits earned vary according to the policies of the students' home institutions. According to ISA policy and possible visa requirements, students must maintain full-time enrollment status, as determined by their home institutions, for the duration of the program.
Please reference fall and spring course lists as not all courses are taught during both semesters.
Please note that some courses with locals have recommended prerequisite courses. It is the student's responsibility to consult any recommended prerequisites prior to enrolling in their course.