Module Descriptors
ADVANCED GRAPHICS PROGRAMMING
GDEV70028
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: David White
Hours of Study
Scheduled Learning and Teaching Activities: 65
Independent Study Hours: 235
Total Learning Hours: 300
Assessment
  • GRAPHICS PROGRAMMMING ARTEFACT weighted at 60% - Learning outcome(s) assessed: 2,3
  • TECHNICAL RESEARCH REPORT - 2500 WORDS weighted at 40% - Learning outcome(s) assessed: 1,4
Module Details
LEARNING OUTCOMES
1. Demonstrate advanced and systematic knowledge of modern graphics programming concepts, including contemporary rendering pipelines, animation systems and lighting models used in real-time graphics. Knowledge and Understanding

2. Apply advanced graphics programming techniques to design, implement and debug complex rendering, animation or lighting solutions using a modern graphics API and appropriate development tools. Application & Problem-Solving Digital Literacy

3. Critically analyse, compare and evaluate alternative graphics techniques, rendering strategies and GPU-based approaches using evidence from experimentation, performance data and academic research. Critical Reasoning & Collaboration Research Skills

4. Communicate complex technical concepts, implementation decisions and evaluation findings clearly and professionally through structured technical documentation. Communication
ADDITIONAL ASSESSMENT DETAILS
Assessment 1: Graphics Programming Artefact & Technical Evaluation [Learning Outcomes 2, 3] Weighting: 60%

Description
Students will design and implement an advanced real-time graphics programming artefact using a modern graphics API (e.g. DirectX, Vulkan, OpenGL, or a comparable engine-level graphics pipeline). The artefact may focus on areas such as rendering, animation, lighting, shaders, compute tasks or GPU-accelerated techniques, and must demonstrate the application of sophisticated programming methods and technical problem-solving.

The artefact will be evaluated on the quality, complexity and effectiveness of the implementation, including performance, visual output and robustness. Students must demonstrate their ability to diagnose and resolve technical challenges using industry-standard debugging and profiling tools. Evidence of technical decision-making and optimisation should be demonstrated through the artefact itself and supporting materials such as annotated code, profiling outputs, visual captures or demonstrations, rather than through a formal written report.

Assessment 2: Technical Research Report [Learning Outcomes 1, 4] Weighting: 40%

Description
Students will produce a research-led technical report exploring an advanced topic in real-time graphics, such as physically based rendering, global illumination strategies, GPU-driven pipelines, animation or deformation systems, shading models, or contemporary hardware-based optimisations.

The report must demonstrate systematic theoretical knowledge of the topic, show awareness of current academic and industry developments, critically evaluate sources, and address methodological or technical limitations. Students must also communicate their analysis clearly and professionally through structured technical writing supported by diagrams, pseudocode, or reference implementations where appropriate. Students will be required to articulate, through technical documentation and evaluative reporting, how their implementation decisions align with contemporary industry graphics programming practice and how their work is positioned for relevant professional or employment contexts.
INDICATIVE CONTENT
This module covers advanced topics in graphics programming, emphasising animation and lighting techniques while incorporating relevant tools and frameworks. Below is a summary of the key areas:

1. Animation Students will explore skeletal animation, focusing on hierarchical transformations, skinning techniques, and keyframe animation. The GPU animation pipeline will be a primary focus, with practical implementation of shaders and strategies for debugging and visualising animation systems.

2. Lighting The module examines both traditional and modern lighting models, including the Phong reflection model and physically based rendering (PBR) approaches. Topics include the theory and implementation of BRDFs, per-pixel lighting, and the use of normal maps. Additionally, an overview of global illumination concepts such as ambient occlusion and screen space reflections will be provided.

3. Tools and Frameworks Students will gain hands-on experience with a Graphics API, learning to work with 3D asset formats and using debugging tools such as PIX and RenderDoc to analyse and optimise graphics pipelines.

4. Research and Development in Graphics The module introduces students to current trends in real-time rendering, highlighting industry case studies and academic research. Students will critically evaluate techniques used in modern engines and engage with recent advancements in graphics programming.

5. Transferable Skills and Professional Development In addition to technical skills, the module focuses on developing students' abilities in technical communication, independent learning, and problem-solving in complex scenarios. Emphasis is placed on critically assessing design and implementation choices within a professional context.
WEB DESCRIPTOR
Discover advanced graphics programming as you explore animation and lighting techniques, including skeletal animation and modern reflectance models. You'll gain hands-on experience with graphical APIs, debug tools, and real-time rendering while developing transferable skills for careers in gaming and research.
LEARNING STRATEGIES
Students will engage in tutor-led presentations, technical workshops and self-directed programming practice. Lecture sessions introduce advanced rendering concepts, graphics APIs, shader programming and contemporary real-time graphics techniques.

Workshop sessions provide hands-on guidance with implementation, debugging and optimisation, allowing students to apply theoretical concepts directly to practical coding challenges. Students are expected to undertake substantial independent development between sessions, experimenting with algorithms, profiling performance and refining their solutions through iterative testing.
TEXTS
Castorina, M. and Sassone, G. (2023) Mastering Graphics Programming with Vulkan: Develop Real-Time Rendering Engines and High-Performance Graphics Applications. Packt Publishing. ISBN 978-1-80324-479-2.
Akenine-Möller, T. and Haines, E. (2018) Real-Time Rendering. CRC Press.

Shirley, P. (2009) Fundamentals of Computer Graphics. CRC Press.

Pharr, M. (2023) Physically Based Rendering, fourth edition: From Theory to Implementation. Morgan-Kaufmann Publishers Inc.

Booth, W.C., Colomb, G.G. and Williams, J.M. (2016) The Craft of Research. 4th edn. Chicago: University of Chicago Press.
RESOURCES
Visual Studio
Unreal Engine / Unity / Other Suitable Engine
VLE (Such as Blackboard)
Office Applications (Such as Microsoft Office)
Staffordshire University Library
Internet Access
Digital Academy Forum
Digital Academy Upload