This module provides an introduction to the principles of 3D graphics programming. Students will develop application that demonstrates real-time 3D graphics.
The aim of this Module is to provide the student with : Introduce the concepts and features of an API for polygon based rendering. Consolidate knowledge of vector/matrix algebra with programming skills.
By the end of this module the student should be able to:
1. Demonstrate the fundamentals of 3D computer graphics.
2. Design and develop real-time 3D graphics applications.
3. Describe and explain 3D graphics techniques.
1 The graphics pipeline
Hardware and software functionality and performance.
2 Graphical Primitives
Points, lines and polygons.
3 Coordinate systems
Transformation, projection and hierarchical transforms.
4 Geometry ordering
Depth sorting, Z-buffering and blending.
Types of lights and related calculations.
6 Header 6
Applying 2D image data to 3D objects.
7 Model processing
Loading and rendering geometry from an external source.
8 Data storage
Techniques for generating and storing 3D geometry data.
Statement on Teaching, Learning and Assessment
Students will receive a series of lectures supported by practical laboratory sessions. The lecture series will provide the underpinning theory and concepts, and the laboratory sessions will build on this through the completion of tasks.
Teaching and Learning Work Loads
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||12|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2017/18 , and may be subject to change for future years.