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SSST Subjects

Computer Graphics

 
 

Programme(s) where module is offered

  • BSc Computer Science with Electrical Engineering;
  • BSc Computer Science with Economics;
  • BSc Computer Science with Management;
  • BSc Computer Science with International Relations;
  • BSc Computer Science with Political Science;
 

Status (core, option, free choice)

Core

 

FHEQ Level

6

 

Unit Value

8 ECTS

 

Term taught

Fall

 

Pre-Requisite Modules or Qualifications

None

 

Module Code

CS470

 

Module coordinator

Dr. Belma Ramic-Brkic

 

Applicable From

2016

 

Educational Aims of the Module

  • This module aims to develop skills in computer graphics and provide an understanding of the issues involved in creating and displaying images on a computer.
  • Students will learn advanced computer modeling and animation skills using Cinema 4D software.
  • They will also be involved in game design and development through the use of available game engine.
 

Module Outline/Syllabus

  • Rasterisation pipeline
  • Transformations
  • 3D object representations
  • Texture mapping
  • Ray tracing
  • Global illumination
  • Colours
  • Reflection models (shading)
  • Shaders
  • Image based rendering / lighting
  • Animation
  • Game design and development
  • Game engines
  • Visual perception
  • Virtual environments (Cultural heritage)
 

Student Engagement Hours

Type Number per Term Duration Total Time
Lectures 30 2 hours 60 hours
Laboratory sessions 15 2 hours 30 hours
Total Guided/Independent Learning Hours 110
Total Contact Hours 90
Total Engagement Hours 200
 

Assessment Method Summary

Type Number Required Duration / Length Weighting Timing / Submission Deadline
Final Exam 1 180 minutes 50% End semester
Mid-term exam 1 90 minutes 20% Week 8
Project (Group) 1 2,000 words 20% Week 13
Quiz 2 60 minutes 10% Week 4 and week 13
 

Module Outcomes

Intended Learning Outcomes:

  • Design and create detailed computer models and graphic applications
  • Understand and evaluate the principles of manipulating and rendering images
  • Design a 3D game using one of the available engines.

Teaching and Learning Strategy:

  • Interactive lectures on module material. (ILO: 1 -3)
  • Tutorials provide series of development exercises and solutions to illustrate the theory. (ILO: 1-3)
  • Group project work enables students to develop research skills and apply the gained knowledge on a concrete problem through conducting research, analysing and presenting the data and project results. (ILO: 1-3)

Assessment Strategy:

  • Mid-term Exam (ILO: 1-2)
  • Final Exam – (ILO: 1 -3)
  • Quiz (ILO: 1-3)
  • Project (ILO: 1-3)

Practical Skills:

  • Practical understanding of how to create complex 3D models on a computer
  • Practical understanding on how to animate objects with physical attributes
  • Game design theory and practise
  • Use of graphics tools (e.g., Cinema 4D, Unity.)

Teaching and Learning Strategy:

  • Interactive lectures(PS:1-4)
  • Laboratory sessions with tutor-lead support (PS:1-4)
  • Project (PS:1-4)

Assessment Strategy:

  • Mid-term exam (PS:1-2)
  • Final exam (PS:1-3)
  • Quiz (PS:1-3)
  • Project (PS:1-4)

Transferable Skills:

  • IT Skills
  • Team work: ability to collaborate and solve problems in team projects
  • Research Report Writing
  • Presentation Skills
  • Commercial awareness

Teaching and Learning Strategy:

  • Laboratory sessions (TS:1 -2)
  • Lectures (TS: 1, 3, 5)
  • Project (TS:1-5)

Assessment Strategy:

  • Project (TS:1-5)
 

Key Texts and/or other learning materials

Set text

  • P. Shirley, S. Marschner et al., 2015 Fundamentals of Computer Graphics (4th Edition), A K Peters/ CRC Press

Supplementary Materials

  • Warwick, K. (2011), Artificial Intelligence: The Basics. Routledge

Please note

Hughes J.F., Van Dam A., Mcguire M., Sklar D., Foley J.D., Feiner S.K. and Akeley K., 2013, Computer Graphics Principles and Practice (3rd Edition), Addison-Wesley

More detailed information on the learning outcomes, content and teaching, learning and assessment methods of each module and programme can be found in the departmental or programme handbook.

Alan Watt., 1999, 3D Computer Graphics (3rd Edition), Pearson

James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes., 2003, Computer Graphics: Principles and Practice in C 2nd Edition, Pearson

Akenine-Moller, T., Haines, E., 2008, Real-time rendering 3rd Edition, A K Peters Ltd.

Pharr, M.,2010, Physically Based Rendering, 2nd Edition, Morgan Kaufmann

Reinhard, Ward, Pattanaik, Debevec, 2010, High Dynamic Range Imaging,2nd Edition, Morgan Kaufmann

R. Brinkmann, 2008, The Art and Science of Digital Compositing, 2nd Edition, Morgan KaufmanS.Govil-Pai, 2005,Principles of Computer Graphics, Springer

Edwards, B., 2013, Drawing on the right side of the brain, 4th Edition, Souvebir Press Ltd

Date of Production : Autumn 2016

Date approved by School Learning and Teaching Committee: 28th September 2016

Date approved by School Board of Study : 12th October 2016

Date approved by University Learning and Teaching Committee: 2nd November 2016

Date of Annual Review: December 2017

       
Ptica

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