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

Reading List

Moller, T., Real-Time Rendering Techniques, 3rd Edition, A K Peters / CRC Press. ISBN 1568814240

Angel, E., Interactive Computer Graphics, 4th Edition, Addison Wesley. ISBN 0-321-31252-X

Woo et al., OpenGL Reference Guide, 7th Edition, Addison Wesley. ISBN 0321552628

Rost, R., OpenGL Shading Language, 3rd Edition, Addison Wesley. ISBN 0321637631