Siirry suoraan sisältöön

Advanced Programming and 3D-renderingLaajuus (5 op)

Tunnus: TB00CV10

Laajuus

5 op

Osaamistavoitteet

Students learn and explore modern rendering techniques used in the game development.

Sisältö

Equip students with advanced programming skills using modern graphical pipelines.
Develop proficiency in shader programming and real-time rendering techniques such as lighting techniques, screen space effects, raytracing and graphics production algorithms.

Arviointikriteerit, kiitettävä (5)

The student has a sound understanding of the concepts used to produce tools for game development environment. Excellent assignment work and extraordinary or additional work were submitted.

Arviointikriteerit, hyvä (3)

Understanding of concepts, all assignments completed to a good standard.

Arviointikriteerit, tyydyttävä (1)

Basic attendance and understanding, assignments submitted.

fi
Ilmoittautumisaika

23.08.2025 - 21.09.2025

Ajoitus

22.09.2025 - 30.11.2025

Opintopistemäärä

5 op

Virtuaaliosuus

5 op

TKI-osuus

1 op

Toteutustapa

Etäopetus

Opetuskielet
  • Englanti
Paikat

0 - 30

Opettaja
  • Joni Mustakangas
  • Tommi Helin
  • Juho Taipaleenmäki
Ajoitusryhmät
  • kamk 1 (Koko: 30. Avoin AMK: 30.)
Pienryhmät
  • kamk 1

Tavoitteet

Students learn and explore modern rendering techniques used in the game development.

Sisältö

Equip students with advanced programming skills using modern graphical pipelines.
Develop proficiency in shader programming and real-time rendering techniques such as lighting techniques, screen space effects, raytracing and graphics production algorithms.

Aika ja paikka

22.9 - 30.11.2025, Location online at https://reppu.kamk.fi/ and live help in Discord.

Oppimateriaalit

Learning materials available at Reppu.

Opetusmenetelmät

The course consists of online lectures that involve independent learning assignments in Reppu.
With the help of the learning assignments, you will practice mastering and understanding the key contents of the course.
In addition, the course includes the return of source code of your project and a video presentation of the work done.

Opiskelijan ajankäyttö ja kuormitus

The course requires approximately 135 hours of student work.
Lectures account for 25 hours. The remaining 110 hours of work are related to the project work to be evaluated as well as following course material and doing research for the final project.

These amounts are indicative and the final workload is determined by the time spent by the student.

Sisällön jaksotus

The course consists of online lectures that are common to the entire group.
You can do this course on your own phase, but final assignment needs to be submitted to the 30.11.2025

Lisätietoja opiskelijoille

This course is part of the EU co-funded PELIKAN project Technical Artist diploma education. Therefore we require you to fill in the ESF personal data form in the EURA system. After registration you will receive instructions on how to do this.

You can complete a single course or, if you complete 15 or 30 credits, you will receive a diploma in December 2025.

Arviointiasteikko

0 - 5

Arviointikriteerit, kiitettävä (5)

The student has a sound understanding of the concepts used to produce tools for game development environment. Excellent assignment work and extraordinary or additional work were submitted.

Arviointikriteerit, hyvä (3)

Understanding of concepts, all assignments completed to a good standard.

Arviointikriteerit, tyydyttävä (1)

Basic attendance and understanding, assignments submitted.

Hylätty (0)

Final assignment not submitted.

Toteutuksen arviointikriteerit, kiitettävä (5)

The student has a sound understanding of the concepts using modern real-time rendering.
Excellent assignment work and extraordinary or additional work were submitted.

Toteutuksen arviointikriteerit, hyvä (3-4)

Understanding of concepts, all assignments completed to a good standard.

Toteutuksen arviointikriteerit, tyydyttävä (1-2)

Basic attendance and understanding, assignments submitted.

Esitietovaatimukset

Basic knowledge of programming
Basic knowledge of rendering pipelines