MU4002 3D Game Modeling and Rendering Syllabus:

MU4002 3D Game Modeling and Rendering Syllabus – Anna University PG Syllabus Regulation 2021

COURSE OBJECTIVES:

 Understand the basics of Computer Graphics.
 Understand the fundamentals of modeling and rendering.
 Understand and work with Gaming software’s.
 Design an model using advanced graphics
 Design real time games.

UNIT I MATHEMATICS FOR MODELING

Vector tools and polar coordinates – Vectors fundamentals-Representations of key geometric objects – Intersection of lines, planes and polygons, clipping algorithms – 2D and 3D Affine transformation – 3D Viewing – 3D rendering pipeline – Camera movements – Introduction to OpenGL programming – Geometric transformation & viewing – projection & perspective transformation

UNIT II CHARACTER MODELING AND SHADING

Introduction – solid modeling – polyhedra – Extruded shapes – tessellation – Mesh approximation of smooth objects – Bezier Curves – B-splines – NURBS – Interpolation – Hierarchical and physical modeling –- curve & surface – Interactive graphics, Shading models – Flat shading – smooth shading – Reflections – Diffuse and specular reflection – Adding color – Antialiasing techniques – Dithering techniques – creating more shades and color – specular highlights – spotlight – blending – reflections – applying colors- real world lights- OpenGL

UNIT III GAME DESIGN PRINCIPLES

Story Telling, Narration, Game Balancing, Core mechanics, Principles of level design, Genres of Games, Collision Detection, Game Logic, Game AI, Path Finding, Renderers, Software Rendering, Hardware Rendering, and Controller based animation, Spatial Sorting, Level of detail, collision detection, standard objects, and physics

UNIT IV GAMING PLATFORMS AND FRAMEWORKS

Flash, DirectX, OpenGL, Java, Python, XNA with Visual Studio, Mobile Gaming for the Android, iOS, Game engines – Adventure Game Studio, DXStudio, Unity

UNIT V GAME DEVELOPMENT

Developing 2D and 3D interactive games using OpenGL, DirectX – Isometric and Tile Based Games, Puzzle games, Single Player games, MultiPlayer games.

TOTAL: 45 PERIODS

COURSE OUTCOMES:

Upon completion of this course, the student will:
CO1:Analyze the fundamentals of 2D and 3D animation
CO2:Model a character with suitable actions.
CO3:Analyze the game design principle.
CO4:Explore different gaming platforms
CO5:Design an interactive game.

REFERENCES:

1. David H. Eberly, “3D Game Engine Design, Second Edition: A Practical Approach to Real Time Computer Graphics” Morgan Kaufmann, 2nd Edition, 2006.
2. Donald Hearn , M. Pauline Baker, “ Computer Graphics with OpenGL”, 3rd Edition, Pearson Education, 2012.
3. Ernest Adams and Andrew Rollings, “Fundamentals of Game Design”, Prentice Hall 1st edition, 2006.
4. F.S. Hill Jr., Stephen Kelly, “Computer Graphics Using OpenGL”, 3rd Edition, Persons Education/PHI Learing, 2007.
5. Jonathan S. Harbour, “Beginning Game Programming”, Course Technology PTR, 3rd edition, 2009.
6. Jung Hyun Han, “3D Graphics for Game Programming”, Chapman and Hall/CRC, 1st edition, 2011.
7. Mike Mc Shaffrfy, “Game Coding Complete”, Third Edition, Charles River Media, 2009.
8. Roger E. Pedersen, “Game Design Foundations”, Edition 2, Jones & Bartlett Learning, 2009.
9. Scott Rogers, “Level Up!: The Guide to Great Video Game Design”, Wiley, 1st edition, 2010.