This module introduces advanced concepts of 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. Evaluate and solve problems involving Bézier curves and splines.
2. Evaluate and solve problems involving rigid body systems.
3. Apply and critically evaluate advanced mathematical techniques in games development.
1 Geometric Techniques
Approximation of curves and surfaces in space – Bézier curves, generalized Bézier curves, de Casteljau algorithm, Splines, Catmull-Rom splines, B-splines, Surface patches.
2 Rigid Body Systems
Eigenvalues and eigenvectors; Diagonalization; Repeated and volume integrals; Inertia tensor; Euler's equation of rotation; general motion of a rigid body.
3 Games Programming
Games programming applied to realisation of the mathematical topics.
Statement on Teaching, Learning and Assessment
The module will be delivered by a mixture of lectures and tutorials. The learning outcomes will be assessed by a piece of coursework and an end of semester exam.
Teaching and Learning Work Loads
|Supervised Practical Activity||0|
|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.