- Dr Dirk Sudholt (Senior Lecturer - University of Sheffield)
|Delivery Type||Delivery length / details|
|Lecture||30 x 1 Hour Lectures|
|Practical||10 x 2 Hour Practicals|
|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%|
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.
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.
This module is at CQFW Level 6