This module is specifically for Computer Games Application Development students. It consists of the elementary algebraic and geometric topics needed in the study of computer games application development.
The aim of this module is to provide the student with: the necessary basic algebraic and geometric skills to enhance their understanding of concepts used in computer graphics programming.
By the end of this module the student should be able to:
1. Solve algebraic problems using trigonometric, exponential and logarithmic functions.
2. Solve two-dimensional geometric problems involving straight lines and circles.
3. Use matrix and vector algebra proficiently.
4. Use matrix transformations for standard geometric operations in 2-D computer graphics.
5. Use the basic kinematics equations to solve problems in dynamics.
Transposition of formulae, indices.
Standard trigonometric, exponential and logarithmic functions and their graphs (sketches only).
3 Coordinate Geometry:
2-D lines – gradient, equation, length, perpendicular lines, intersections. Circles – centre and radius, equation, tangent and normal.
2 and 3-D, modulus, unit vector, component form, scalar (dot) and vector (cross) products.
Dimension, addition/subtraction, transpose, multiplication, determinant, inverse (up to 3 x 3).
6 Solving equations:
Solve linear equations by matrix methods – inverse, Gaussian elimination and Cramer’s rule.
7 Matrix Transformations:
2-D transformation matrices – scaling, rotation, reflection and translation using homogeneous coordinates. Composite transformations by matrix multiplication.
Use of standard kinematics equations (straight line, constant acceleration) and relation to velocity/time and displacement/time graphical methods. Motion in two dimensions – projectiles from a horizontal plane – range, time of flight, greatest height etc.
Statement on Teaching, Learning and Assessment
Learning will be achieved through lectures and tutorial sessions, with hand-out material being given to students in class and posted on Blackboard. Interactive discussion with staff will be encouraged during classes and tutorial sessions will focus on students’ active enquiry into topics covered in the lectures. Each week there will be two one hour lectures followed by two one hour tutorial sessions. In week 6 there will be a formative, multiple-choice, online test, which will act as a diagnostic of student progress, and will link with structured feedback week (week 7). Students will be encouraged to engage with learning technologies that support their subject development, via web references and using specialist mathematics packages (e.g. Derive and Calmat).
Teaching and Learning Work Loads
|Supervised Practical Activity||12|
|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 2018/19 , and may be subject to change for future years.