Module Indicative Content
Aspects of artificial intelligence, physics and bio-mechanics for the development of engines for 3D graphics. Virtual Reality systems and computer games. Motion capture and other 3D interaction devices. Real-time data acquisition and consideration of device drivers and filters. Data structures to support human movement. Direct and indirect motion capture of grasping and similar bio-mechanical functions. Elements of robotics.
Module Learning Strategies
Two lectures of 1 hour per week.
One hour of tutorial/practical per week. (1:n)1 (1:20)2
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 assignment weighted at 50% which will assess learning outcomes 3 and 4.
An examination 2 hours weighted at 50% which will assess learning outcomes 1 and 2.
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
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
CE00849-2 Further Programming for 3D Graphics Applications or equivalent