Module title: Computer Graphics

SCQF level: 08:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: SET08116
Module leader: Gregory Leplatre
School School of Computing
Subject area group: Software Engineering
Prerequisites

Module code SET07102, SET07106, SET07109
Module title Software Development 1, Mathematics for Software Engineering, Systems Programming
Examples of equivalent learning Experience in a high level language (such as Java, C#) and knowledge of systems level programming (memory management, etc.).
Knowledge of the underpinning mathematics for graphics rendering (vectors, matrices, linear algebra).

2017/8, Trimester 2, Face-to-Face, Edinburgh Napier University
Occurrence: 001
Primary mode of delivery: Face-to-Face
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Kevin Chalmers
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
Learning & Teaching methods including their alignment to LOs

Students will gain a solid understanding of the principles behind computer graphics representation and construction during weekly practical sessions. These sessions will build up the students’ skills within the context of computer graphics, and therefore enable the students to develop visual applications. The practical sessions align to LO1 and LO2, and are assessed via the project aspect of the assessment.

The lectures will focus on fundamental principles of graphics card operation and rendering techniques. Concepts such as virtual camera operation, object placement, culling, colour and lighting shall be covered from a technical perspective. The lectures align to LO3 and LO4, and are assessed via the exam aspect of the assessment.

Assessment (formative or summative)

The project will be a formative piece of work which the students will build up during the module, with regular opportunities for feedback from the teaching team during Lab sessions. LO1 and LO2 are assessed by an ongoing project, where the students will build a particular application using a suitable graphics API. The type of application to build will be determined by the student, although possible applications will be suggested. The students will have to provide a specification for their application, and incorporate the key concepts presented in the module. Formative feedback will be provided after the initial specification face-to-face and written. This will then feed into an initial implementation with further written feedback which will support the final implementation submitted.

LO3 and LO4 are assessed by a formal exam. This is a summative assessment covering the key concepts discussed in the module. The focus will be on how graphics cards operate and how graphics are represented in a computer.



Formative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Summative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Practical classes and workshops 24
Face To Face Tutorial 12
Independent Learning Guided independent study 137.5
Face To Face Centrally Time Tabled Examination 2.5
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Written 24 1,2 8 HOURS= 24, WORDS= 0
Centrally Time Tabled Examination 40 3,4 14/15 HOURS= 2.5, WORDS= 0
Project - Written 36 1, 2 14 HOURS= 36, WORDS= 0
Component 1 subtotal: 60
Component 2 subtotal: 40
Module subtotal: 100

Description of module content:

This module will cover the fundamental concepts required for interactive graphics programming. Basic mathematical concepts for computer graphics shall be covered throughout the module. Introducing graphical systems and the rendering pipeline, the module will go through creating 3D graphical objects and the use of virtual cameras to interact with the applications made. Particular concepts covered will include terrain rendering, lighting, texturing and the use of 3D models. High level concepts such as programming of the graphical pipeline via shaders and procedural generation of content shall also be covered.

Learning Outcomes for module:

On completion of this module you will be able to:
LO1: Demonstrate a working knowledge of computer graphics using a suitable graphics Application Programming Interface (API).
LO2: Design and Implement an application that utilises computer graphics rendering techniques.
LO3: Analyse graphic card operation and the rendering pipeline.
LO4: Demonstrate a practical understanding of the theoretical and conceptual ideas in computer graphics.

Indicative References and Reading List - URL:

Core - SHREINER, D., ANGEL, E (2011) INTERACTIVE COMPUTER GRAPHICS: A TOP-DOWN APPROACH WITH SHADER- BASED OPENGL: PEARSON EDUCTATION, INC. BOSTON, USA, 6th ed.
Core - LENGYEL, E (2011) MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS: DELMAR CENGAGE LEARNING, 3rd ed.
Core - SHREINER, D., SELLERS, G., KESSENICH, J. M., LICEA-KANE, B. M. (2013) OPENGL PROGRAMMING GUIDE: THE OFFICIAL GUIDE TO LEARNING OPENGL, VERSIONS 4.3: THE OFFICIAL GUIDE TO LEARNING OPENGL, VERSIONS 4.1.: ADDISION WESLEY, 8th ed.
Core - AKENINE-MOLLER, T., HAINES, E., HOFFMAN, N. (2008) REAL-TIME RENDERING: A K PETERS, 3rd ed.
Core - ACM SIGRAPH - WWW.
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