|Semester 1 Credit Value:||10|
|CSC1025||Mathematics for Computer Science|
Equivalent Maths module to CSC1025 is acceptable.
|CSC3221||Programming for Games|
To introduce students to the main principles and algorithms underlying the implementation of computer graphics software.
To illustrate the application of such techniques.
To provide students with a basis for understanding the current computer graphics research literature.
1) Algorithms for Pixelated displays - Understand some of the classic algorithms designed for creating shapes on a display made up from pixels.
2) Coordination - Understand the mathematical fundamentals required when discussing geometry that is most commonly used in coordinate systems.
3) Rendering - Understand the different rendering techniques used across the graphics industry, focussing on 3D accelerated rendering on popular PC GPUs.
4) Shaders - How to create simple graphics effects using vertex, pixel and geometry shaders to exploit the GPU.
5) Scenes - How to construct a graphics scene using existing graphical objects.
6) Light - The use of lighting in generating a more realistic effect for graphical scenes.
7) Animation (firsts) - How to animate a more complex graphical object in a variety of ways.
8) Effects - How to influence the graphics pipeline to create interesting effects that can be subsequently used in real-time simulations.
To be able to:
- describe the techniques required to create a variety of graphical scenes on standard GPU hardware.
- discuss the evolution of graphics processing from first principles through to modern parallel pipelines.
To be able to:
- program a solution that creates a graphical scene using basic techniques on the CPU or GPU.
- exploit shaders to provide real-time rendering of graphical scenes made up of a number of graphical objects and lit appropriately.
|Graduate Skills Framework Applicable:||Yes|
|Guided Independent Study||Assessment preparation and completion||14||0:30||7:00||Revision for end of Semester exam & exam duration|
|Guided Independent Study||Assessment preparation and completion||11||1:00||11:00||Lecture follow-up|
|Scheduled Learning And Teaching Activities||Lecture||11||1:00||11:00||Lectures|
|Scheduled Learning And Teaching Activities||Practical||22||1:00||22:00||Practicals|
|Guided Independent Study||Project work||3||1:00||3:00||Coursework|
|Guided Independent Study||Independent study||46||1:00||46:00||Background reading|
Techniques and theory are presented in lectures. Supervised practicals on a PC cluster room provide experience of writing graphics programs and using PCs with help available. Further practical work takes place during the private study hours.
The format of resits will be determined by the Board of Examiners
|Practical/lab report||1||M||25||Working graphical simulation with full code listings and document with example screenshots. 15 hours.|
|Practical/lab report||1||M||25||Working graphical simulation demonstrated in class with full code listings and document with example screenshots. 15 hours.|
The written examination demonstrates that students understand the underlying theory and standard methods, and can apply them. The coursework ensures the students understand and can engineer solutions based on graphical code libraries.
N.B. This module has both “Exam Assessment” and “Other Assessment” (e.g. coursework). If the total mark for either assessment falls below 35%, the maximum mark returned for the module will normally be 35%.
Based on module CSC3201
Note: The Module Catalogue now reflects module information relating to academic year 14/15. Please contact your School Office if you require module information for a previous academic year.
Disclaimer: The University will use all reasonable endeavours to deliver modules in accordance with the descriptions set out in this catalogue. Every effort has been made to ensure the accuracy of the information, however, the University reserves the right to introduce changes to the information given including the addition, withdrawal or restructuring of modules if it considers such action to be necessary.