Module Indicative Content
Texturing, shading and lighting using suitable graphics API such as openGL with software development environment or toolkit such as C or C++. Importing and rendering from proprietary modelling software such as Maya or 3D Studio Max. Transforms and manipulation using the graphics matrix stack and associated functionality. Depth models and concepts such as culling and buffering. Fundamental graphical algorithms such as those for clipping, scan conversion and polygon filling 2D and 3D line drawing. Fundamental transforms using matrices.
Module Additional Assessment Details
An assignment weighted at 50% which will assess learning outcomes 1 and 4.
An examination 2 hours weighted at 50% which will assess learning outcomes 2, 3 and 4.
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 framwork.
(1:n)1 (1:20)2
Module Texts
Computing Graphics and Virtual Environments, Mel Slater et. al. 2001, Addison Wesley, ISBN: 0201624206
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 Special Admissions Requirements
CE00056-1, Introduction to Programming 3D Applications and prior study CE00314-2 Further Programming Concepts in C++