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Course Criteria
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3.00 Credits
Prerequisite(s): CS 170, CS 180, MAT 140, & PHY 200 This course explores dynamic sound synthesis, 3D-directional auditory effects, and sonic ambience to real-time simulation and video games. The subjects include mixing audio and modulating dry recorded sounds using wave table synthesis. Students will learn how to create collision sounds using additive synthesis, wind effects using subtractive synthesis, natural sounds using granular synthesis and physical modeling, ambiences using layering and spectral filtering, 3D spatialized surround sound panning, inter-aural time difference, inter-aural intensity difference, and Head Related Transforms (HRTFS). Students will also study algorithms and techniques for real-time multi-threaded programming and synthesized sound integration for the game engine.
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3.00 Credits
Prerequisite(s): CS 200 CS 250 examines the mathematical elements and algorithms used in the design and development of real-time three dimensional computer graphics applications such as games, cockpit simulators, and architectural walk-throughs. 3D computer graphics involve drawing pictures of 3D objects, usually on a 2D screen. This process of generating a 2D image of a 3D graphics application can be described as a series of distinct operations performed on a set of input data. Each operation generates results for the successive one. This process is called the graphics rendering pipeline, and it is the core of real-time computer graphics. The graphics pipeline can be conceptualized as consisting of three stages: application, transformation, and rasterization. The course begins by introducing the 3D graphics pipeline. The application stage is examined from the viewpoint of the representation, modeling, and animation of 3D objects. Topics considered include user interaction, camera animation techniques, simulation of dynamic objects, and collision detection techniques. Next, the course examines the process of mapping 3D graphic objects from model-space to viewport coordinates. The transformation stage implements this process. Finally, the conversion of a geometric primitive in viewport coordinates into a 2D image is studied. The rasterization stage implements this final process.
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3.00 Credits
Prerequisite(s): CS 170 This course provides a highlevel overview of three-dimensional computer graphics. It is intended for game designers and artists to enable them to understand the fundamental components of graphics engine and their applications in real-time simulation and video game software. Course topics include graphics pipeline architecture, 3D transformation operations, viewing and projection, lighting and shading models, surface detail techniques, shadow algorithms, hidden object culling and removal techniques, 3D object modeling, and animation and physically-based motion control. The popular graphics programming languages (GDI plus, OpenGL, DirectX) and shader programming are also discussed in the course.
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3.00 Credits
Prerequisite(s): CS 170 This course introduces the hierarchical network communication in a distributed computing environment. Course topics cover network technologies, architecture, and protocols. The curriculum will give specific emphasis to the TCP/IP stack and in making students familiar with writing portable socket based software. It prepares students for programming multi-player games in later semesters.
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3.00 Credits
Prerequisite(s): CS 260 This class extends the TCP/IP protocols studied in CS 260 to wireless devices. This course goes further in depth into some topics covered in the introductory networks course as well as additional subjects of interest. Topics include TCP/IP related protocols such as NAT, WAP, and DNS; physical media access such as aloha, OFDM, and WIDEBAND; wireless standards and protocols; and network security. The curriculum will cover additional topics based on the state of the industry.
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3.00 Credits
Prerequisite(s): CS 220 This course presents the objectoriented methodologies used in the development of large software projects. Combined with the knowledge acquired in the C++ programming language courses (CS 120/170/220), students will be able to better manage their game software design and production and produce reusable code and libraries. Among the advanced C++ topics are class and function templates, function and operator overloading, multiple inheritance, runtime type information, the standard template library, and performance issues.
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3.00 Credits
Prerequisite(s): CS 115 or CS 120 This course covers the concepts and implementation strategies for using high-level scripting languages in game development. Students will focus on object-oriented programming, high-level English-like structure, speed of development, and ease of use. The course includes a survey of commercial languages, as well as proprietary scripting languages from industry applications. Students will examine the process of conceptualizing a syntax for a game-based scripting language and examine how such a language is compiled and interpreted by a game engine. Using the syntax they have created, they will create a number of scripts that could be used in a game. Additionally, the class will cover such relevant topics as data-driven technology, modular coding, function calls, and procedures.
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3.00 Credits
Prerequisite(s): CS 220 or CS 225 This course introduces the classical abstract data types (ADT) in computer science. ADTs provide the hierarchical views of data organization used in programming. Among the topics covered are the algorithms and primitives of the data structures for arrays, linked lists, stacks, queues, trees, hash tables, and graphs. In addition, the course provides an introduction to algorithm complexity and notation.
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3.00 Credits
Prerequisite(s): CS 250 This course introduces students to algorithms that are essential to creating photorealistic images in interactive simulations. Topics covered include an overview of modern GPU (graphics processor unit) architecture and the common graphics APIs used, including OpenGL and DirectX. Rendering techniques covered include texturing, illumination models, transparency, shading algorithms, mapping techniques (bump mapping, environment/reflection mapping, etc.), and shadows. Students will learn how to implement all algorithms by using vertex and pixel shaders.
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3.00 Credits
Prerequisite(s): CS 170 This course provides students with a broad overview of database systems. It presents the fundamentals, practices, and applications of computer databases. Topics include database architectures, data modeling, design schemes, relational algebra, query languages, transaction processing, and database implementation. Students will explore massively multiplayer online games (MMOG) to examine a case study of database design and implementation.
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