|Semester 1 Credit Value:||10|
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.
Overview of hierarchically structured graphics systems: the modelling/viewing pipeline, application program interface, device interface, the role of graphics applications packages (OpenGL) (1 week).
Defining the world: co-ordinate geometry in 2- and 3-D, homogeneous co-ordinates, geometric transformations. Object representations, modelling. (2 weeks).
Understanding and managing variable render durations, and its importance for animation and simulation (1 week).
Implementing graphics display software: primitives and attributes, windows and viewports, clipping, the viewing transformation, and transformations. (2 weeks).
Physical display device characteristics: vector vs. raster, refresh vs. storage, colour vs. monochrome, dumb vs. smart; specification of an abstract device. (1 week).
Displaying the image: scan conversion algorithms for lines, polygons, areas. (2 weeks).
Interaction: logical types, physical device characteristics, device simulation; interactive techniques, user interfaces. (2 weeks).
Realism: visible surface determination, illumination and shading, texture. (2 weeks).
|Scheduled Learning And Teaching Activities||Lecture||18||1:00||18:00||Lectures|
|Guided Independent Study||Assessment preparation and completion||22||0:30||11:00||Revision for end of Semester exam & exam duration|
|Guided Independent Study||Assessment preparation and completion||18||1:00||18:00||Lecture follow-up|
|Scheduled Learning And Teaching Activities||Practical||18||1:00||18:00||Practicals|
|Guided Independent Study||Project work||18||1:00||18:00||Coursework|
|Guided Independent Study||Independent study||17||1:00||17:00||Background reading|
Lectures will be used to introduce the learning material and for demonstrating the key concepts by example. Students are expected to follow-up lectures within a few days by re-reading and annotating lecture notes to aid deep learning.
This is a very practical subject, and it is important that the learning materials are supported by hands-on opportunities provided by practical classes. Students are expected to spend time on coursework outside timetabled practical classes.
Students aiming for 1st class marks are expected to widen their knowledge beyond the content of lecture notes through background reading.
Students should set aside sufficient time to revise for the end of semester exam.
The format of resits will be determined by the Board of Examiners
|Practical/lab report||1||M||20||implementing a simple interactive graphics scenario (15 hours)|
|Practical/lab report||1||M||30||implementing a complex interactive graphics scenario (20 hours)|
The written examination demonstrates that students understand the underlying theory and standard methods, can apply them and can show how they might be extended or applied in slightly novel situations.
The coursework ensures that students understand and can implement (parts of) the standard graphics pipleine, as well as providing familiarity with one of the standard graphics applications libraries.
N.B. This module has both an “Exam Assessment” and an “Other Assessment” (e.g. coursework). If either Assessment has a failing mark below 35%, the maximum mark returned for the module will normally be 35%.
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.