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Blekinge Institute of Technology
Department of Computer Science

Revision: 2
Reg.no: BTY-4.1.14-0202-2025


Course syllabus

3D-programming I

3D-programming I

6 credits (6 högskolepoäng)

Course code: DV1692
Main field of study: Computer Science, Technology
Disciplinary domain: Technology
Education level: First-cycle
Specialization: G1F - First cycle, has less than 60 credits in first-cycle course/s as entry requirements

Language of instruction: English
Applies from: 2025-03-13
Approved: 2025-03-13

1. Descision

This course is established by Dean 2023-06-20. The course syllabus is approved by Head of Department of Computer Science 2025-03-13 and applies from 2025-03-13.

2. Entry requirements

Admission to the course requires 12 completed credits in programming and 6 completed credits in linear algebra.

3. Objective and content

3.1 Objective

The course aims to introduce students to interactive 3D computer graphics and 3D programming, both theoretically and practically.

3.2 Content

The course includes the theoretical foundation of 3D computer graphics combined with practical applications to improve understanding of the connection between theory and practice. The course focuses on different rendering methods, the rendering pipeline, geometric transformations, lighting, reflection models, and texturing, as well as computer graphics standard API for 3D rendering.

4. Learning outcomes

The following learning outcomes are examined in the course:

4.1. Knowledge and understanding

On completion of the course, the student will be able to:

  • explain the programmable rendering pipeline and its stages and describe their purpose.
  • describe basic methods and techniques relevant to 3D rendering.

4.2. Competence and skills

On completion of the course, the student will be able to:

  • develop and implement a simple program for rendering 3D objects using computer graphics standard software libraries.
  • describe and explain the implementation of basic 3D rendering techniques.

5. Learning activities

The teaching is conducted in the form of lectures and laboratory sessions. The theoretical part is presented during lectures along with basic information related to the implementation of selected 3D rendering techniques. During laboratory sessions, the students have the opportunity to work on the project assignment and receive additional support focused on the implementation part.
In the project assignment, students work on creating a simple demo application of moving 3D objects. The on-campus examination consists of a written examination that tests the student's understanding of the theory introduced during lectures.
All course materials will be distributed through BTH's learning platform. Teaching is conducted in English, but support in Swedish may be provided.

6. Assessment and grading

Modes of examinations of the course

Code Module Credit Grade
2510 Project 3 credits GU
2520 On Campus Examination 3 credits AF

The course will be graded A Excellent, B Very good, C Good, D Satisfactory, E Sufficient, Fx Failed result, a little more work required, F Fail.

The examiner may carry out oral follow-up of written examinations.

The information before the start of the course states the assessment criteria and make explicit in which modes of examination that the learning outcomes are assessed.

An examiner can, after consulting the Disability Advisor at BTH, decide on a customized examination form for a student with a long-term disability to be provided with an examination equivalent to one given to a student who is not disabled.

7. Course evaluation

The course evaluation should be carried out in line with BTH:s course evaluation template and process.

8. Restrictions regarding degree

The course can form part of a degree but not together with another course the content of which completely or partly corresponds with the contents of this course.

9. Course literature and other materials of instruction

Main literature:
Akenine-Möller T, Haines E, Hoffman N. Real-Time Rendering, Fourth Edition. 4th ed. Milton: CRC Press; 2018, (ISBN-13: 978-1-1386-2700-0).
Zink J, Pettineo M, Hoxley J. Practical Rendering and Computation with Direct3D 11. 1st ed. Hoxley J and Pettineo M, editors. United States: A. K. Peters; 2016;2012;2011, (ISBN-13: 978-1-56881-720-0).

Reference literature:
Marschner S, Shirley P, Ashikhmin M, Gleicher M, Hoffman N, Johnson G, et al. Fundamentals of Computer Graphics. 5th ed. CRCPress; 2022, (ISBN-13: 978-0-367-50503-5).
Luna FD. Introduction to 3D game programming with DirectX 11. 1st ed. Dulles, VA: Mercury Learning and Information; 2012, (ISBN-13: 978-1-936-42022-3).

The books are available in digital form via the BTH library.