|| CS32110 |
|| INTERACTIVE COMPUTER GRAPHICS AND GAMES |
|| 2007/2008 |
|| Dr Yonghuai Liu |
|| Semester 2 |
|| Mr David J Smith, Dr Frederic Labrosse, Dr Yonghuai Liu |
|| CS20410 and CS21120 |
| Course delivery
|| Lecture || 22 lectures |
|| Practical || |
|| Other || Workshop. Up to 3 x 1hr |
|Assessment Type||Assessment Length/Details||Proportion|
|Semester Exam||2 Hours ||100%|
|Supplementary Exam|| Will take the same form, under the terms of the Department's policy. ||100%|
|| http://www.aber.ac.uk/compsci/ModuleInfo/CS32110 |
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.
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:
interactivity (game programming);
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.
|| Thinking through and designing a game following a given specification involves problem solving skills. |
|Improving own Learning and Performance
|| The worksheets will require additional learning not necessarily covered in the lectures. |
|Application of Number
|| Geometrical transformations in Graphics systems require this skill. |
** Essential Reading
P.Cooley (2001) The Essence of Computer Graphics
Pearson Education Ltd. 0130162838
G. W. Rowe Computer graphics with Java
This module is at CQFW Level 6