SPI2005 Applied mathematics for computer graphics and simulation

    • Course code
      SPI2005
    • Number of credits
      15
    • Teaching semester
      2027 Autumn
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended prerequisite knowledge: SPI1002 Introduction to Game Programming, SPI1003 Fundamental Game Design for Programmers, SPI1004 Game Programming, SPI1005 Game Design and Algorithms

Course content

This course gives a solid foundation in the mathematical concepts most relevant to computer graphics, simulation, and game technology. Topics include vector spaces, basis, orthogonality, norms and metrics, and the use of 2D, 3D, and 4D vectors in geometric modelling.

Emphasis is placed on practical application of mathematical tools in engineering and computer science contexts, particularly for graphics, simulation, and game development.

Learning outcome

A candidate who has completed the course has the following learning outcomes:

Knowledge

The candidate

  • can explain core mathematical concepts relevant to computer graphics and simulation, including vectors, matrices, transformations, probability, and complex numbers
  • is familiar with probability theory, combinatorics, and probability distributions as tools for modelling randomness, AI behavior, and uncertainty in game
  • understands the use of complex numbers in game-related mathematical problem-solving, such as rotations and signal processing
  • has a solid understanding of vector spaces, bases, orthogonality, norms, and metrics, and their role in modelling positions, movements, and transformations in games
  • understands the use of 2D, 3D, and 4D vectors, normal vectors, and plane equations for computer graphics, physics simulations, and collision detection in games
Skills

The candidate

  • can apply vector and matrix operations to implement geometric transformations, movement, and collision detection in games
  • can compute normal vectors, plane equations, and geometric transformations using homogeneous coordinates to model 3D environments and animations
  • can use complex numbers to solve game development problems such as rotations, oscillations, and wave-based phenomena
  • can apply probability theory and distributions to implement randomized game mechanics, AI decision-making, and procedural generation
  • can solve systems of linear equations and assess solution methods for efficiency and stability in game simulations
General competence

The candidate

  • can connect mathematical theory to practical game development challenges, including graphics, physics, and interactive systems
  • can work independently and collaboratively to solve mathematical problems in game development projects
  • can critically evaluate mathematical approaches for suitability, efficiency, and performance in real-time games
  • can communicate mathematical models, algorithms, and solutions clearly to peers and team members, both orally and in writing
  • demonstrates readiness to apply this mathematical foundation in advanced game development courses, including graphics programming, simulation, and game engine design
Working and teaching methods

The students work both individual and in groups to solve given assignments.  Teaching is mostly done through pre-recorded videos, presented reading material and through learning activities in class, individual or in groups.

 

Supervision will be conducted both at an individual level and in groups or project teams.

 

Compulsory activities
  • 2 individual practical assignments
  • 1 group assignment
  • 80% attendance in teaching and 100% attendance in specific learning activities according to the teaching plan
Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Portfolio examination
ECTS - A-F
Individual
Hour(s)
100
Oral examination
Passed - not passed
Individual
Form of assessment
    • Both parts must be approved to pass the overall course
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Matematisk-naturvitenskapelige fag/informatikk
Programme of study
Bachelor in Game Technology
Course level
Foundation courses, level I (100-LN)