Module Descriptors
COMPUTER GRAPHICS
COMP60061
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Mohamed Sedky
Hours of Study
Scheduled Learning and Teaching Activities: 39
Independent Study Hours: 161
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 2
  • Occurrence C, British University Vietnam, UG Semester 2
  • Occurrence G, British University Vietnam, UG Semester 3
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • WRITTEN REPORT - 3000 words weighted at 100%
Module Details
INDICATIVE CONTENT
This module will cover topics of:

Display technologies

Drawing algorithms

Image manipulation in 2D and 3D space

Transformations

Perspective

Lighting using local and global illumination models

Surface detail textures

Fractals

OpenGL, Vulkan, Direct X APIs
ADDITIONAL ASSESSMENT DETAILS
Written Report – This is an individual assignment that requires the student to showcase the generation and manipulation of objects using modern computer graphics theory and practice supported by appropriate libraries. The work will be presented in a report in order to showcase the practical work undertaken with accompanying rationale and supporting documentation (e.g. design of the implementation of a multi-dimensional graphics application) (Learning Outcomes 1 to 4).
LEARNING OUTCOMES
Demonstrate knowledge and understanding of the algorithms used in computer graphics, their advantages and limitations

Knowledge and Understanding

Implement data structures and equations for rendering and manipulating objects in multi-dimensional space

Application

Critically evaluate and select tools and libraries for rendering multi-dimensional computer graphics such as OpenGL

Analysis,

Enquiry

Design and implement a graphics application to solve a real-world, multi-dimensional graphical problem

Problem Solving,

Application

LEARNING STRATEGIES
All teaching sessions will blend theory and practical learning. Students will be introduced to curriculum concepts and ideas and will then be able to apply theory to practical examples within the same sessions. In addition, students will be provided with a range of resources for independent study such as case studies, academic papers and industry stories. There will be a mixture of practical and theoretical formative (mock or practice) exercises which will help students build knowledge and confidence in preparation for summative (formal) assessment.
RESOURCES
OpenGL API

Vulkan API

Visual Studio
REFERENCE TEXTS
All texts and electronic resources will be updated and refreshed on an annual basis and available for students via the online Study Links resource platform. All reference materials will be collated and curated and aligned to Equality, Diversity & Inclusion indicators.



Guha, S. (2022). Computer Graphics Through OpenGL®: From Theory to Experiments: 4th Ed. Chapman and Hall

Kosarevsky, S. and Latypov, V. (2021). 3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

Marschner, S. (2021). Fundamentals of Computer Graphics: International Student Edition, A K Peters/CRC Press; 5th edition

Vince, J. (2022). Mathematics for Computer Graphics (Undergraduate Topics in Computer Science)¿Kindle Edition

Byl, P. (2022). Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments, Packt Publishing

Eck, D.J. (2016). Introduction to Computer Graphics. 2016. Open Textbook Library. (https://open.umn.edu/opentextbooks/textbooks/420)

Kessenich, J.M., Sellers, G. and Shreiner, D. (2016). OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V: 9th Ed.
WEB DESCRIPTOR
The focus of this module is to provide students with a solid understanding of the principles of how objects are created and manipulated in multi-dimensional space using computer graphics. You will gain exposure to modern libraries and tools used for rendering and transforming simple and complex objects to both enhance applications and enable state-of-the-art technologies such as virtual and augmented realities.