3D Programming in Java (Revision 2)
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Delivery Mode: Individualized study online
Area of Study: Science
Faculty: Faculty of Science and Technology
COMP 382 has a Challenge for Credit option.
COMP 382 introduces Java programming techniques for writing a broad range of 3D programs using Java 3D.
Topics covered include creating 3D geometry, loading externally produced 3D models, making 3D lathe shapes, coding 3D interaction, developing 3D animation, enhancing lights and shades for 3D objects, overlaying textures on 3D objects, and 3D sprites. A high level of competence in developing code using the Java programming language and COMP 272 or equivalent are prerequisites to this course.
Students successfully completing this course will be able to
- describe the basic structure of Java 3D programs;
- use Java 3D classes corresponding to animation, interaction, lighting, and texturing;
- create Java 3D objects using lathe, external models, or geometric classes;
- write codes that enables user interaction with Java 3D objects;
- use Alpha and Interpolator classes to develop Java 3D animations;
- use LOD and Billboard to provide for computation-saving animations;
- develop and animate 3D sprites; and
- apply Java 3D objects to create Java 3D applications.
COMP 382 comprises the following units:
- Unit 0: Orientation
- Unit 1: 3D Graphics Fundamentals
- Unit 2: Introduction to Java 3D
- Unit 3: A 3D Checkerboard
- Unit 4: Creating Geometry
- Unit 5: External Models
- Unit 6: Making Shapes
- Unit 7: Interaction
- Unit 8: Animation
- Unit 9: Lights
- Unit 10: Textures
- Unit 11: 3D Sprites
- Unit 12: Animated 3D Sprites
- Unit 13: An Articulated, Moveable Figure
To receive credit for COMP 382, you must achieve a course composite grade of at least “D” (50 percent) and a grade of at least 50 percent on the Final Exam. You must also score 50 percent in Assignment 1, Assignment 2, the Project, and the Learning Reflection Journal to pass the course.
The weighting of the composite grade is as follows:
|Learning Reflection Journal||10%|
The final examination for this course must be taken online with an AU approved exam invigilator at an approved invigilation centre. It is your responsibility to ensure your chosen invigilation centre can accommodate online exams. For a list of invigilators who can accommodate online exams, visit the Exam Invigilation Network.
To learn more about assignments and examinations, please refer to Athabasca University's online Calendar.
Killer Game Programming in Java by Andrew Davison, available online: http://fivedots.coe.psu.ac.th/~ad/jg/
COMP 382 also includes content from the following online resources:
Bouvier, D. J. (2000). Getting started with the Java 3D API. Mountain View, CA: Sun Microsystems.
Chen, C., & J. X. Chen. (2008). Foundations of 3D graphics programming: Using JOGL and Java3D (2nd ed.). London: Springer.
All other course materials for COMP 382 are accessed in the online course environment.
Special Course Features
The coursework in COMP 382 requires students to have a Java 7 (or later version) compiler with Java 3D API libraries and virtual machine installed on their computers.
The Challenge for Credit process allows students to demonstrate that they have acquired a command of the general subject matter, knowledge, intellectual and/or other skills that would normally be found in a university level course.
Full information for the Challenge for Credit can be found in the Undergraduate Calendar.
To receive credit for the COMP 382 challenge registration, you must achieve a grade of at least "B" (75 percent) on the examination AND an average grade of "B" (75 percent) on the assignment, programming exercise and the project.
Undergraduate Challenge for Credit Course Registration Form
Athabasca University reserves the right to amend course outlines occasionally and without notice. Courses offered by other delivery methods may vary from their individualized-study counterparts.
Opened in Revision 2, July 18, 2016.
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Updated August 15 2016 by Student & Academic Services