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Blekinge Institute of Technology
Department of Computer Science

Revision: 2
Reg.no: BTH-4.1.14-0203-2025


Course syllabus

3D-programming II

3D-programming II

12 credits (12 högskolepoäng)

Course code: DV1693
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 taken course in 3D-programming I.

3. Objective and content

3.1 Objective

The purpose of the course is to give students the opportunity to develop their knowledge of various techniques and algorithms used in interactive 3D computer graphics and 3D programming to render realistic 3D scenes with multiple objects. The focus is on both theoretical and implementation aspects.

3.2 Content

The course includes the theoretical foundation of 3D computer graphics combined with practical applications to enhance understanding of the conncetion between theory and practice. The course focuses on various techniques related to the rendering pipeline to render 3D scenes with multiple objects using software libraries for 3D rendering. Examples of such techniques are:
- optimization techniques that can be used to improve performance,
- GPGPU techniques combined with rasterized rendering,
- techniques for implementing reflection, shadows, and particle systems.

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:

  • describe selected techniques relevant to interactive 3D rendering and the stages of the rendering pipeline related to these techniques.
  • discuss and reason about the limitations and possibilities, advantages and disadvantages, of various 3D rendering techniques and how they affect performance.

4.2. Competence and skills

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

  • demonstrate the ability to apply the theory to implement selected 3D rendering techniques.
  • develop and implement an interactive 3D rendering program that includes selected 3D rendering techniques.
  • communicate 3D programming concepts with the purpose of promoting collaboration and understanding between programmers and graphic designers and technical artists.

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 an interactive 3D rendering application with a focus on performance and visual effects.
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.
Guest lectures in Swedish may occur.

6. Assessment and grading

Modes of examinations of the course

Code Module Credit Grade
2510 Project 7 credits GU
2520 On Campus Examination 5 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).

Selected scientific articles on 3D computer graphics will be referenced during the course.

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