# Module Information

Module Identifier
CS32420
Module Title
Computer Graphics and Games
2020/2021
Co-ordinator
Semester
Semester 1
Pre-Requisite
Other Staff

#### Assessment

Due to Covid-19 students should refer to the module Blackboard pages for assessment details

Assessment Type Assessment length / details Proportion
Semester Assessment Practical assignment and report  3000 word report and accompanying source code and data.  50%
Semester Exam 2 Hours   50%
Supplementary Assessment Practical assignment and report  Students must resit failed examination and/or resubmission of failed/non-submitted assignment work  50%
Supplementary Exam 2 Hours   Students must resit failed examination and/or resubmission of failed/non-submitted assignment work  50%

### Learning Outcomes

On successful completion of this module students should be able to:

Select and deploy appropriate algorithms, programming languages and libraries behind 3D computer graphics and games.

Describe and apply the main concepts behind 3 dimensional graphics and games software libraries.

Demonstrate an awareness of the variety of hardware and software technologies that allow the creation of graphics and games applications.

Use vectors and matrices to perform 3-D transformations, including perspective and orthographic projections.

Describe and critique different lighting models and rendering techniques.

Describe and critique alogrithms for modeling a variety of objects/visial phenomena.

Describe and critique the main elements of a 3D games engine, including collisions, physics states and AI.

### Aims

This module provides the basis for programming 3D computer graphics and games. Theoretical concepts are introduced and how they are translated into real-time, interactive applications.

### Brief description

This module provides students with an understanding of the theoretical foundations of computer graphics, game development concepts and practical 3D graphics and games programming skills.

### Content

Core Math for Games and Graphics

Game Design and Theory: principals of game design, game character behaviours and AI, interaction, collision detection and physics simulation.

Three-Dimensional Graphics: surfaces, lighting and materials.

Algorithms and Data Structures: Rendering pipeline, hidden surface removal, particles.

Modelling and Motion: triangular meshes, non-linear surfaces (curves), animation and skeletal animation.

### Notes

This module is at CQFW Level 6