Module Learning Outcomes
1. RESEARCH INTO EXISTING ARCHITECTURAL PIECES AND IDENTIFY KEY FACTORS TO SUPPORT THE DEVELOPMENT AND HELP DEFINE THE CREDIBILITY OF THE CHOSEN DESIGN.
Enquiry & Analysis
2. CREATE ARCHITECTURAL DESIGN INFORMED BY THE RESEARCH. REALISE ARCHITECTURAL DESIGN IN 3D FORM USING MAYA AND UE4.
Application
3. DEMONSTRATE CRITICAL UNDERSTANDING OF THE WORKFLO
W INVOLVED IN THE VISUALISATION OF AN ARCHITECTURAL DESIGN FOR USE WITH VIRUAL REALITY. Learning
4. DEMONTRATE TEAM WORKING SKILLS AND INTERACTION WITH STAFF AND PEERS.
Working with Others
Module Additional Assessment Details
A COURSEWORK weighted at 100% assessing all of the learning outcomes, consisting of:
20% project planning and pre-production [Learning Outcome 1]:
Research into chosen topic
Drawing and sketches from observation
Implementation of the key research data into design,
Development of credible designs,
40% practical project consisting of number of different tasks [Learning Outcomes 2 and 3]:
Understanding and application of offline renderer - Arnold,
Use of appropriate tools and workflows,
Finished 3D set design for use with Arnold
40% practical project consisting of number of different tasks [Learning Outcomes 2 and 3]:
Understanding and application of real-time renderer UE4,
Use of appropriate tools and workflows,
Finished 3D set design set up for interactive VR experience
Module Indicative Content
This module is designed to give students intermediate/advanced understanding of lighting and rendering for architecture visualisation. Students will develop own architectural design, work on textures and shader development, set up realistic light rig and finish with interactive VR experience.
Students will cover following skills / areas:
Realistic textures and shader development
Light theories
Lighting solutions
Light maps creation
Characteristics and qualities of light
High Dynamic Range Imaging implementation into Unreal Engine 4
Sky Box creation
Light Propagation Volume lighting solution
Distance Field Global Illumination
Realtime raytraced shadows
Image Based Lighting for a CG environment
Application of shader attributes to create networks for Reflections/Refractions, Sub-surface Scattering, and a range of other materials
Characteristics and qualities of light
The impact of Light and Shadow in the real world and its impact for CG environments
Render pipeline solutions and problem solving (Final Gather, Global Illumination, Caustics effects, multi-pass render, shader and light issues, etc.)
Lighting solutions using Match Lighting techniques
Camera and Lens attributes and effects
Post Producing final image with render passes
Module Learning Strategies
The module will be delivered using a combination of lectures, demonstrations and supervised (group) tutorials in a 3-hour period per week. The majority of the work will be of a practical nature and students are expected to use their independent study time to consolidate this work.
Scheduled teaching is 3 hours per week over 24 weeks (72 hours in total).
Self-managed time is 9.5 hours per week over 24 weeks (228 hours in total).
Scheduled teaching is a designated period when student will meet with staff. Depending on the subject taught, it can be a combination of lectures, workshops and supervised (solo & group) tutorials in a 3 hour long period.
Self-managed time is an independent study period during which students are expected to carry out research, follow instructions and work on the tasks received during scheduled teaching. This is the period when majority of the work for the assignment is completed.
Tutor will work with students in group environment to define their workflow and provide help. This will enable student to keep the track of their progress, promote independent thought, ideas and ownership of workload.
Group critiques will be used throughout the module. This will provide students with verbal feedback and guidance in relation to each persons progress. Students are expected to act upon feedback received from peers and staff team to ensure a smooth development of the project.
In addition, a Technical Instruction in relation to Computer Workshops training and HTC Vive system training may be arranged.
Module Texts
Halligan, F., 2012. FilmCraft: Production Design. Ilex Press, Lewes, UK.
Neumann, D., 2000. Film Architecture: Set Designs from Metropolis to Bladerunner. Prestel.
Whitlock, C., 2010. Designs on Film: A Century of Hollywood Art Direction. It Books, New York.
Murdock, K., 2015. Autodesk Maya 2016 Basics Guide, Pap/Psc edition. ed. SDC Publications.
Palamar, T., 2015. Mastering Autodesk Maya 2016: Autodesk Official Press, 1 edition. ed. Sybex, Indianapolis.
Sanders, A., 2016. An Introduction to Unreal Engine 4. A K Peters/CRC Press
Casterson, S., 2016. HTC Vive: A Guide for Beginners. CreateSpace Independent Publishing Platform
Module Resources
Autodesk Entertainment Creation Suite
Adobe Creative Suite
Allegorithmic Substance Painter
Solid Angle Arnold
Unreal Engine
Digital Academy Forum
Pluralsight
Library
Blackboard
HTC Vive
Module Special Admissions Requirements
Pre-requisites Introduction to CGI (FVFX40154), Virtual Reality (FVFX40519), Set Design(FVFX40501)
Web Descriptor
This module is designed to give students an intermediate/advanced understanding of lighting and rendering for architecture visualisation. Students will develop their own architectural design, work on textures and shader development, set up a realistic light rig, and finish with an interactive VR experience.