Module Information

Module Identifier
Module Title
Academic Year
Semester 2

Course Delivery

Delivery Type Delivery length / details
Lecture 22 lectures
Other Workshop. Up to 3 x 1hr


Assessment Type Assessment length / details Proportion
Semester Exam 2 Hours   Written Exam  100%
Supplementary Exam Will take the same form, under the terms of the Department's policy. 

Learning Outcomes

On successful completion of this module students will:

  • be able to select and deploy appropriate geometrical theories and algorithms behind interactive and reactive 2-dimensional games and know some techniques necessary for their creation;
  • be able to describe and apply the main concepts behind 3-dimensional graphics standards;
  • be able to design games balancing appropriately the different aspects of the game leading to satisfaction of the targetted audience;
  • be aware of the variety of hardware and software technologies that allow the creation of complex animations.

Brief description

The course concentrates on several aspects of Interactive Computer Graphics: animation, game programming, 2- and 3-dimensional visualisation, and illumination models. Geometric transformations are also introduced. This module involves practical graphics programming and students will need a basic knowledge of the Java programming language.


This module intends to introduce to students the basic concepts of interactive computer graphics including:

  • animation;
  • interactivity (game programming);
  • Java3D;
  • principles of image formation.


1. Graphics Systems Overview - 1 lecture
Important definitions, major components and features of interactive graphics systems.

2. 2D game programming - 6 lectures
2D coordinate systems, animation basics, sprites, interactions between objects, interactivity, programming, creation of a game.

3. Java3D - 7 lectures, 2 practicals
3D programming models, output primitives and attributes, model creation and editing, display. Constructing hierarchical models, viewing models, animating models, interacting with models.

4. Animation - 4 lectures
Creation, different actors and elements, key-framing, morphing, artificial behaviours.

5. Interaction and games - 4 lectures
Story-boarding, models of interactivity, interactivity and story telling.

Module Skills

Skills Type Skills details
Application of Number Geometrical transformations in Graphics systems require this skill.
Improving own Learning and Performance The worksheets will require additional learning not necessarily covered in the lectures.
Problem solving Thinking through and designing a game following a given specification involves problem solving skills.

Reading List

Essential Reading
P.Cooley (2001) The Essence of Computer Graphics Pearson Education Ltd. Primo search

G. W. Rowe Computer graphics with Java Palgrave Primo search


This module is at CQFW Level 6