Course Criteria

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  • 3.00 Credits

    Students learn methods for representing the motion of machine parts; Human and animal bodies are studied providing a solid understanding of bones, muscles and skin and how they move. Students learn to develop sequential images for texture maps. Methods of representing the motion of a camera within a frame are also included. The content of the course provides a foundation for many other courses within the curriculum and a general understanding of issues related to motion. Concepts are introduced through lectures, discussions, demonstrations, research, assigned projects, and critiques. Assignments develop skills and knowledge in the use of motion. (2014-223; corequisite 2083-206) Credit 3
  • 2.00 Credits

    This course helps students develop ideas about building sequences of images or motion. Students plan projects using fl owcharts for the interaction and storyboards for short sequential elements like walk cycles for games. (2014-233, 2009-213) Credit 2
  • 4.00 Credits

    This course contrasts and compares various methods of creating geometry for use in three-dimensional environments including polygons, NURBS, patches, and subdivision surfaces for various purposes. Skills learned can be applied to creating elements for computer and video games, creating virtual environments or in visualization. Students have the opportunity to work on group projects and real world applications. Some models are designed and adapted for input into a game engine or VR software. (Sophomore standing and minimum 3.0 GPA) Credit 4
  • 4.00 Credits

    This course provides extensive coverage of methods for modeling with polygons and subdivision surfaces. In addition students extend their knowledge of methods for laying out UVs for placing materials on polygonal shapes. With these techniques students create complex models of organic and inorganic forms using polygons and subdivision surfaces. (2014-356) Credit 4
  • 4.00 Credits

    The course focuses on advanced techniques using shading networks to incorporate groups of two-dimensional and three-dimensional textures into realistic and non-photorealistic materials. Students learn to use texture maps instead of detail in models to increase interaction speeds. Textures are also used in order to incorporate simple models into complex scenes. Displacement textures are used to create detail in models. Use of elements inshading networks to control other attributes is covered. Use textures to simulate non-dynamic lights and shadows. Planning for the economical use of textures and for the replacement of models with texture maps in level of detail (LOD) situations will be addressed as well. (2014-356) Credit 4
  • 4.00 Credits

    This course covers fi rst the design of characters and then the creation of them using three-dimensional software, inverse kinematics, parent and rigid binding, and bone deformers. Students create interpretant matrices, model sheets, sketches, and maquettes of characters followed by development of the character in software. Characters are designed to be incorporated into motion graphics, games, or visualization. (2014-356) Credit 4
  • 4.00 Credits

    This course covers the use of motion in interactive environments including motion graphics, games, visulization, and virtual reality. Students create motion using key frames, paths, deformation, forward, and inverse kinematics. Cyclical motion is created for integration into games and virtual environments. (2014-356) Credit 4
  • 4.00 Credits

    This course covers the use of scripts to control various aspects of threedimensional environments, models, textures, production workfl ow and more. Students develop scripts to control particles, models, textures, motion, and interaction with the environment. (2014-356, 4009-210) Credit 4
  • 4.00 Credits

    Students apply standard lighting methods to lighting three-dimensional models and spaces. The interaction of light and pigment, use of light in painting, photography, fi lm, and computer graphics are used as examples. Students apply problem-solving techniques to arrive at a lighting solution for various problems. Examine methods of integrating lighting into shaders for nondynamic lighting. Methods of planning a lighting scheme for a larger project are addressed as well. (2014-356) Credit 4
  • 4.00 Credits

    This course covers the creation of autonomous fi gures with embedded artifi cial intelligence to be used in virtual worlds and simulations. (2014-356) Credit 4
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