Module Learning Strategies
One lecture of 1 hour per week.
Two hours of tutorial/practical per week.
Practicals will implement theory given in lecture material using chosen implementation framework.
Students will be expected to study underpinning principles and develop an awareness of issues relating to the mathematical principles involved contextualised in the graphics framework.
(1:n)1 (1:20)2
Module Additional Assessment Details
An assignment weighted at 70% which will assess learning outcomes 1 and 2.
An examination of 1 hour duration weighted at 30% which will assess learning outcomes 3 and 4.
Module Resources
For lectures: Lecture theatre with powerpoint slide viewer and suitable graphics development libraries mapping to the one selected for the module delivery.
For practicals: Suitable software development environment. SGI or Linux platform. Dual boot to windows for comparative assessment.
Module Texts
A Book on C Programming in C, Al Kelly and Ira Pohl, 1998, Addison Wesley, ISBN: 0201183994
OpenGL: A Primer, Edward Angel, 2004, Addison Wesley, ISBN: 0321237625
Module Special Admissions Requirements
None.
Module Indicative Content
Construction of simple graphics models using suitable graphics API such as openGL with software development environment or toolkit such as C or C++. Implementation of simple interaction with and rendering of stored data using basic I/O such as keyboard and mouse. Camera/model paradigm of 3D graphics. Graphics pipeline implementation using chosen deployment. Underpinning concepts of matrices, projects, vertices, translation, rotation and scaling for 3D graphics.