WM9M2-15 Computer Graphics
Introductory description
Visual computing has become ubiquitous in the modern educational, commercial and industrial landscapes in the use of product design and development, video games, simulation, computer aided education, advertising, digital photography, entertainment and countless other fields. The knowledge of advanced computer imagery concepts and applications based on visualisation and computer graphics are fundamental tools for any technology-led organisation.
Computer graphics remains one of the three main core components of visual computing (the others being vision and image processing), and is the fundamental discipline for the development and implementation of video games. This module will introduce the fundamental mathematical, computing and physics-based methods that constitute the field. In particular, focus will be placed on understanding the overall theory, algorithms and data structures that form the discipline. Advanced programming methods used in cutting-edge video games will be introduced and students will learn how to implement such methods and develop new ones. Performance lies at the heart of computer graphics in video games and the module will give the students the ability to select or develop new solutions that resolve the graphical challenges they will face when developing video games.
Module aims
This module aims to provide students with the fundamental algorithmic, mathematical and programming skills required to develop high-level computer graphics at the interactive rates required for video games.
Outline syllabus
This is an indicative module outline only to give an indication of the sort of topics that may be covered. Actual sessions held may differ.
Computer graphics introduction
Mathematics for computer graphics
Data Structures for computer graphics
Graphics pipelines
Graphics architectures
Fundamental computer graphics algorithms
Rendering
Graphics APIs
Learning outcomes
By the end of the module, students should be able to:
- Demonstrate and evaluate the core technologies used for computer graphics
- Integrate tailored solutions across the graphics pipeline, justifying design and implementation choices in response to specific application needs
- Have an in-depth understanding of a computer graphics Application Programming Interface for video game development
Indicative reading list
Hughes, J. F., Van Dam, A., McGuire, M., Foley, J. D., Sklar, D., Feiner, S. K., & Akeley, K. (2014). Computer graphics: principles and practice. Pearson Education.
Marschner, S., Shirley, P. (2018) Fundamentals of Computer Graphics . O’Reilly.
Akenine-Moller, T., Haines, E., & Hoffman, N. (2019). Real-time rendering. AK Peters/crc Press.
View reading list on Talis Aspire
Interdisciplinary
The mathematical and algorithmic skills developed here can be applied to many other fields in computing, phyics, maths and engineering. For example, the mathematical methods and architecture used in graphics are very similar to those used in machine learning.
Subject specific skills
Mathematical skills and programming skills.
Transferable skills
Technology literacy, adaptability
Study time
Type | Required |
---|---|
Lectures | 15 sessions of 1 hour (10%) |
Tutorials | 15 sessions of 1 hour (10%) |
Online learning (independent) | 25 sessions of 1 hour (17%) |
Private study | 35 hours (23%) |
Assessment | 60 hours (40%) |
Total | 150 hours |
Private study description
Wider reading around the state of the art in computer graphics and implementation of algorithms.
Costs
No further costs have been identified for this module.
You must pass all assessment components to pass the module.
Assessment group A2
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
Assessment component |
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Game and Engine Development | 100% | 60 hours | Yes (extension) |
This assignment is an original programming application using computer graphics with a games focus alongside with a brief report outlining motivation and solutions. |
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Reassessment component is the same |
Feedback on assessment
Written report.
Pre-requisites
To take this module, you must have passed:
Post-requisite modules
If you pass this module, you can take:
- WM9M3-15 Advanced Computer Graphics
Courses
This module is Core for:
- MSc in Games Engineering