This module expands on the concepts of Applied Mathematics 1, on applied mathematics relevant to the Computer Games Technology programme.
The aim of this module is to provide the student with: an appreciation of the advanced ideas and techniques in applied mathematics relevant to Computer Games Technology.
By the end of this module the student should be able to:
1. Use calculus methods to describe/approximate surfaces and to solve optimisation problems.
2. Use the ideas of homogeneous coordinate matrix transformations and quaternions for 3D rotations in computer graphics applications.
3. Use the rays and beams in the modelling of reflection, refraction and collision detection with regular shapes.
4. Solve problems in 1D involving variable acceleration and resistance.
5. Solve problems in 2D, including circular and simple harmonic motion; and elastic collisions.
First and second order partial differentiation. Extrema of two variable functions.
2 Matrix and Quaternion Transformations
3D matrix transformations: translation, scaling, rotation and reflection. Parallel and perspective projections. Complex numbers. Quaternions and their application to rotations about an axis.
3 Vector Curves and Surfaces
Vector geometry of curves and surfaces in space. Tangent planes and normals.
4 Ray Tracing
Intersection of rays with 3D surfaces. Tracing reflected and refracted rays of light in 3D using vectors.
Variable velocity and acceleration. Straight−line dynamics with variable forces (e.g. dependent on speed). Circular motion, simple harmonic motion. Oblique impact of objects in 2D.
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.