Module Descriptors
REAL-TIME RENDERING AND ANIMATION
XCOM61092
Key Facts
Faculty of Computing, Engineering and Sciences
Level 6
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 114
Total Learning Hours: 150
Assessment
  • ASSIGNMENT weighted at 50%
  • EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS weighted at 50%
Module Details
Module Texts
3D Games: Animation and Advanced Real-Time Rendering, Volume 2, A Watt and F Policarpo, 2003, Addison-Wesley, ISBN; 0201787067
3D Games: Real-Time Rendering and Software Technology, Volume 1, A Watt and F Policarpo, 2001, Addison-Wesley, ISBN: 0201619210
Tricks of the Windows Game Programming Gurus, A LaMothe, 2nd Edition, 2002, SAMS, ISBN; 0672323699
Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization, A LaMothe, 2002, SAMS, ISBN: 0672318350
Module Resources
A personal computer or similar, a 3D modelling and animation application, a development environment or kit, an API or middleware suitable for game programming.
Module Special Admissions Requirements
CE00849-2 (Further Programming for 3D Graphics) or CE00314-2 (Further Programme Concepts in C++) plus CE00386-2 or CE00851-2 or equivalent (level 2 games programming module)
Module Learning Strategies
This module will be delivered through a combination of formal lectures and practical exercises. Emphasis in the lectures will be placed on presenting a broad overview of the subject area, while a single practical assignment will be used to give depth in the core princples, algorithms and techniques for generating real-time rendered or animation environments such as computer games. You will be expected to read the relevant literature, think critically, discuss/consult with peers and tutors. You will also be expted to develop and appraise a simple computer game.
2 lectures and 1 practical per week; (1:n)2 (1:20)1.
Module Additional Assessment Details
Assignment (50%) assessing learning outcomes 1, 2, 3 and 4.
Exam 2 hours, assessing learning outcomes 1, 2 and 3.
Module Indicative Content
Game design and development: tools and methodologies, game software architectures, game genres and perspectives.
Data structures for spatial subdivision.
Algorithms and techniques for: modelling shape, surface appearance, and motion; real-time rendering; programmable shaders; collision detection; multi-player (distributed) games; mobile games.
Algorithms and techniques for animation: character and shape animation (vertex animation, skeletal animation - skins and bones), motion capture.
Performance or rendering or animation systems: bottlenecks, profiling, optimisation, caching, multithreading.
Hardware platforms (general-purpose computer, game console): features and programming constraints.