Skip to main content
Till KTH:s startsida Till KTH:s startsida

ID1007 3D Graphics for Computer Game Development 7.5 credits

Course offerings are missing for current or upcoming semesters.
Headings with content from the Course syllabus ID1007 (Spring 2009–) are denoted with an asterisk ( )

Content and learning outcomes

Course contents

The course content is presented during a series of lectures in Swedish throughout the course. The developement tool used for the course assignments is demonstrated during integrated tool presentations. Students are provided with support in the form of tutor supervision in Swedish in the computer rooms during their course assignments work.

Intended learning outcomes

The student should be able to describe, explain, and/or apply important techniques used to represent 3D-graphics, with emphasis on using polygon mesh based 3D-graphics in the computer games area, but also on an overview level regarding other uses of 3D-graphics.
The student should further be able to explain, compare, and/or apply different techniques for modelling polygon mech based graphics.
The student should also be able to describe, compare and/or apply shading algorithms, contrasting them against each other regarding their functionality and resulting differences regarding specular effects. The student should in addition be able to summarize, motivate and/or apply important principles involved in hidden surface removal, and be able to describe and/or apply techniques for the reduction of unwanted mapping phenomena.
The student should be able to contrast, evaluate and/or apply key principles for simulated surface depth, and in addition be able to identify and/or through implementation relate to advantages and disadvantages with dynamic lighting techniques in contrast to effects statically baked into textures.
The student should be able to suggest and/or apply compromise solutions of a performance enhancing nature suitable for the computer games graphics area, and to compare, identify and/or relate to in implementation differences between real-time and pre rendered 3D-graphics.
The student should be able to apply relevant parts of the course content by producing a lit 3D game environment with real-time first-person movement, using a 3D-modelling tool with an integrated real-time game engine.

Literature and preparations

Specific prerequisites

For single course students: 

60 hp in computer and systems sciences or from other higher education in computer science or information technology

Recommended prerequisites

60 hp in computer and systems sciences or from other higher education in computer science or information technology

Equipment

No information inserted

Literature

Preliminary:

Matthew Omernick: Creating the Art of the Game, New Riders / Pearson, 2004, ISBN 0-7357-1409-6

Compendium with the lecturing slides used, partly containing additional information not covered in the course book

Examination and completion

If the course is discontinued, students may request to be examined during the following two academic years.

Grading scale

A, B, C, D, E, FX, F

Examination

  • INL1 - Assignment, 1.5 credits, grading scale: P, F
  • INL2 - Assignment, 1.5 credits, grading scale: P, F
  • TEN1 - Examination, 4.5 credits, grading scale: A, B, C, D, E, FX, F

Based on recommendation from KTH’s coordinator for disabilities, the examiner will decide how to adapt an examination for students with documented disability.

The examiner may apply another examination format when re-examining individual students.

Written exam, grades A, B, C, D, E, Fx, F given.
Assignment 1 carried out using designated development tool, presented at seminar specified in the course schedule, grades P, F given.
Assignment 2 carried out using designated development tool, presented at seminar specified in the course schedule, grades P, F given.

Opportunity to complete the requirements via supplementary examination

No information inserted

Opportunity to raise an approved grade via renewed examination

No information inserted

Examiner

No information inserted

Ethical approach

  • All members of a group are responsible for the group's work.
  • In any assessment, every student shall honestly disclose any help received and sources used.
  • In an oral assessment, every student shall be able to present and answer questions about the entire assignment and solution.

Further information

Course room in Canvas

Registered students find further information about the implementation of the course in the course room in Canvas. A link to the course room can be found under the tab Studies in the Personal menu at the start of the course.

Offered by

Main field of study

Technology

Education cycle

First cycle

Add-on studies

No information inserted

Contact

Mats Wiklund, matsw@dsv.su.se, tfn: 08-16 16 14