Description
Introduction to the techniques for developing games and real-time graphics applications with a modern API.
Aims
The aim of this module is to provide the student with: the ability to design, develop and critically games and interactive 3D graphics applications.
Learning Outcomes
By the end of this module the student should be able to:
1. Use and critically evaluate appropriate software developments tools to create a 3D computer game/graphics applications.
2. Analyse computer game rendering and simulation problems in order to make efficient use of API functions.
3. Design, implement and critically evaluate a 3D application which uses the programmable pipeline demonstrating efficient use of API features.
Indicative Content
1 Application Development:
The game loop, C++ and Windows programming model within a graphics application framework.
2 Graphics Concepts:
Review and evaluation of game engines, graphics API’s coordinate systems and the programmable pipeline.
3 Buffers
Overview of buffers and resources within the context of the programmable pipeline.
4 Lighting
Overview of lighting and shading methods within real-time computer graphics.
5 Texturing
Overview and evaluation of texturing techniques within the context of the programmable pipeline.
6 Header 6
Overview and evaluation of models, model formats and processes needed to load 3D assets into module framework.
7 Render to texture
Overview and evaluation of Render to texture as an indispensable component of the programmable pipeline for advanced graphics techniques.
8 Tesselator and Geometry Shader
Dedicated programmable pipeline stages, an evaluation of their uses and implementation.
Statement on Teaching, Learning and Assessment
Students will receive a series of lectures supported by practical laboratory sessions. In the laboratory sessions sample applications will be provided with the intention that students developed and extended these applications to explore relevant issues and topics using directed worksheets. Underpinning theory and concepts will be introduces in lectures and further reinforced through the practical sessions. Students develop and test their coursework application during the latter part of the laboratory sessions.
Teaching and Learning Work Loads
Total | 200 |
Lecture | 15 |
Tutorial/Seminar | 0 |
Supervised Practical Activity | 45 |
Unsupervised Practical Activity | 0 |
Assessment | 60 |
Independent | 80 |
Guidance notes
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.
Disclaimer
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 2019/10 , and may be subject to change for future years.