Module Texts
Hyde, R, Write Great Code: Thinking Low Level, Writing High-level v.2, No Starch Press, 2005, ISBN: 1593270658
Tricks of 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization, Andre LaMothe, Sams, 2003, ISBN: 0672318350
Interactive Computer Graphics: A top-down approach using OpenGL, Edward Angel, Addison Wesley, 2003, ISBN: 0201773430
Module Special Admissions Requirements
Prior study of CE00849-2 Further Programming for 3D Graphics Applications or equivalent
Disqualified Combination: CE00876-3 Low-level Graphics Concepts
Module Indicative Content
Introduction to motion capture and other data acquisition systems for use in computer games and Virtual reality systems.
Data structures to support human movement. Direct and indirect motion capture of grasping and similar bio-mechanical functions. Aspects of physics and bio-mechanics for the development of engines for 3D graphics. Aspects of sensing, control and motion of simulated 3D bodies.
Terrain generation and terrain following techniques including overview of advanced collision detection techniques and algorithms.
Survey of hardware platforms (general purpose computer, game console, handheld device): features and programming constraints.
Low level concepts relevant to architecture and operation of 3D graphics and game platforms.
Memory management and performance issues such as bottlenecks, profiling techniques and code optimization.
Multithreading and multiprocessor programming, in particular, for game consoles such as Playstation or Xbox.
Module Learning Strategies
Two lectures of 1 hour per week.
One hour of tutorial/practical per week. (1:n)2 (1:20)1
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.
Module Additional Assessment Details
An examination 2 hours weighted at 50% which will assess learning outcomes 1 and 4.
An assignment weighted at 50% which will assess learning outcomes 1, 2 and 3.
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: High performance PCs and Games consoles incorporating suitable software development environment.