CS2S565 - Computer Graphics 01 Jul 2022 - 31 Aug 2028 | Version 4
Associated Module Information
| Module Code: | CS2S565 | ||
|---|---|---|---|
| Module Title: | Computer Graphics | ||
| Faculty: | Faculty of Computing, Engineering and Science | ||
| Faculty Group: | Computing and Mathematical Sciences | ||
| Faculty Sub Group: | Computer Science | ||
| Module Leader: | Carl Jones | ||
| Module Team: | |||
| First Intended Intake: | SEP 2016 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101019 - computer games graphics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 4 |
|---|---|
| Valid From | 01 Jul 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
The aim of the module is to introduce the student to fundamental concepts in Computer Graphics, to enable the
student to use a modern graphics API and be able to read and understand computer graphics theory in
order to build on the knowledge gained from the module.
Content Summary
Processing Units (GPUs) and distributed systems (render farms) used in film CGI production.
Introduction to modern graphics APIs and their application in industry.
2D
- 2D modelling and rendering: Introduce how geometric models are converted into pixel-based images.
- Transformations in 2D: Introduce basic vector and matrix operations.
- Texture Mapping in 2D.
3D
- 3D Modelling techniques and their application in industry.
- 3D transformations: Discuss Euler Angles and Gimbal Lock as well as alternatives including matrix, axis angle and quaternion representations.
- Hidden surface removal: Painter's algorithm, z buffer algorithm.
- 3D Animation techniques including Key-frame animation and interpolation methods.
- Rendering: Discuss direct and global illumination techniques.
Introduction to shaders and programmable GPUs.
Rendering effects with shaders.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 24 |
| Practical classes and workshops | 24 |
| Independent Study | 80 |
| Directed Study | 72 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | To understand and evaluate the techniques required to model, render and animate a graphical scene. |
| LO2 | To use a suitable API to model, render and animate a graphical scene. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Practical Coursework 2 (Asynch) | Render a complex 3D scene using various lighting techniques | 0 | 1500 | 60 | No | 40 |
| Asynchronous Assessment | Practical Written Work 1 | Apply learnt techniques to render a 2D scene | 0 | 1000 | 40 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Practical Coursework 2 (Asynch) | ✔ | ✔ | |
| Practical Written Work 1 | ✔ | ✔ | |