This module develops an understanding of various techniques used to generate procedural content in games, tools and common media editing packages to a cutting-edge standard. In addition to this students are also taught further graphics, games and general programming techniques and practices.
The aim of this module is to provide the student with: the knowledge to create and correctly apply procedural techniques to solve problems in computer graphics and content generation pipelines while building experience developing game applications.
By the end of this module the student should be able to:
1. Critically evaluate Procedural techniques for use in game and tool development.
2. Describe and implement advanced 3D graphics effects.
3. Develop a 3D graphics application containing procedural content generation, advanced graphics effects and gameplay.
1 Background to procedural content generation
History of procedural effects in games and CGI with modern day context and application.
2 Random Procedural Techniques
Overview and evaluation of basic random generation techniques with applicability for terrain generation.
3 Perlin Noise
Review and evaluation of Perlin noise as the cornerstone of advanced procedural generation techniques and a ubiquitous technology in the film and game industry.
4 Advanced Deterministic Procedural Techniques
Overview of Fractals and Fractal techniques as a basis. Review and evaluation of Fractal based techniques such as fractional Brownian motion derived from Perlin noise with application in terrain generation and beyond.
5 Procedural Animation
Review and evaluate methods procedural animation of objects in runtime and overview of current technologies used in advanced simulation and destruction.
6 Growth systems
Overview of growth systems for modelling objects such as plants and other similar procedural structures.
7 Dungeons and Level Generation
Critically review techniques applied to creation of other procedural assets such as methods for creating dungeons and other common game content.
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
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||0|
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 2019/10 , and may be subject to change for future years.