|Assessment Type||Assessment length / details||Proportion|
|Semester Assessment||Semester Assessment Practical assignment, report and accompanying source code and data. 3000 Words||50%|
|Semester Exam||2 Hours Semester Exam||50%|
|Supplementary Assessment||Practical assignment, report and accompanying source code and data. Students must resit failed examination and/or resubmission of failed/non-submitted assignment work 3000 Words||50%|
|Supplementary Exam||2 Hours Exam 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:
Demonstrate an awareness of the variety of hardware and software technologies that allow the creation of graphics and games applications.
Understand and apply vectors and matrices to perform 2D and 3D transformations.
Critically review and apply different lighting models and rendering techniques.
Critically review and apply algorithms for modelling a variety of objects/visual phenomena.
Utilise the main elements of a 3D games engine, including collisions, physics states and AI.
Critically review and apply and design patterns (software engineering) in the context of game engines.
Design and implement software for modern game engines using appropriate software engineering techniques.
Modern game engines are sophisticated tools utilising modern software engineering technics. This module will teach core design principals used to create modern games and real-time graphical systems. We will cover the main algorithms and ideas behind rendering, implementing behaviours, AI and designing complex interactive systems.
This module provides the basis for programming 3D computer graphics and games using modern game engines. Theoretical concepts are introduced and how they are translated into real-time, interactive applications.
Software Design Patterns in games: Software engineering principals in Game Development.
Graphics: Lighting and shading, surface textures and materials.
Graphics Algorithms and Data Structures: Rendering pipeline, shaders, hidden surface removal.
Modelling and Motion: triangular meshes, animation and skeletal animation.
Math for Games and Graphics
|Skills Type||Skills details|
|Application of Number||Manipulation of objects in 2D and 3D space, using Vectors and Matrix transformation.|
|Communication||Written communication through report/blog|
|Improving own Learning and Performance||Self guided learning in particular reading documentation will be necessary for completion.|
|Information Technology||By Default|
|Personal Development and Career planning||Students will develop a portfolio piece.|
|Problem solving||Critical thinking and problem solving are required for software development|
|Research skills||Reading documentation|
|Subject Specific Skills||Yes|
This module is at CQFW Level 6