This module develops an understanding of various techniques and associated mathematics used to generate procedural content in games, tools and common media editing packages. In addition students are also taught advanced graphics and GPGPU techniques.
The aim of this module is to provide the student with: the knowledge to create and correctly apply procedural techniques, with an understanding of the underpinning mathematics 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 using 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.
Their algebra and representation of 3D rotations for scene interaction and gameplay
9 Ray Tracing and Collision Detention
Intersection of rays and various 3D objects, modelling reflection and refraction using vectors. Bounding volumes, detecting collisions between various 3D objects. Can be used for scene interaction and gameplay.
Teaching and Learning Work Loads
For session 2020/21 the expectation is that the teaching and learning hours stated in this descriptor will form a mix of synchronous and asynchronous student/staff activity, with the majority of this being online. The exact pattern of this activity is likely to vary from the standard face-to-face hours listed below but the overall student effort remains the same. Up-to-date information on the delivery of the module can be found on the relevant module MLS site and on your student timetable.
|Teaching and Learning Method||Hours|
SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.
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 2020/21 , and may be subject to change for future years.