Module Title:   Advanced Rendering and Real Time Graphics

Module Credit:   20

Module Code:   CM-0353D

Academic Year:   2015/6

Teaching Period:   Semester 1

Module Occurrence:   A

Module Level:   FHEQ Level 6

Module Type:   Standard module

Provider:   Computer Science

Related Department/Subject Area:   School of Computing, Informatics and Media (Mathematics)

Principal Co-ordinator:   Jon Purdy

Additional Tutor(s):   -

Prerequisite(s):   None

Corequisite(s):   None

Aims:
To introduce, analyse and apply the basic principles, concepts, techniques and mathematical tools that are used to produce graphics and rendering for computer games and general real time applications. Specific examples of the theoretical basis of advanced graphical techniques will be given, and the methods used to apply these in real time graphics applications will be studied in detail.

Learning Teaching & Assessment Strategy:
The basic theory and illustrative examples will be presented and developed in formal lectures. Complementary tailor-made example sheets will be provided. There will be a large practical element to the module and much of the teaching will be delivered in a computer laboratory. Tutorial sheets and worked examples will be used in these sessions and solutions to practical problems will be provided where appropriate. Formative assessment assignments encourage the on-going digestion of the material, with the extent of the cumulative knowledge and skills acquired assessed through two coursework assignments.

Lectures:   20.00          Directed Study:   148.00           
Seminars/Tutorials:   10.00          Other:   0.00           
Laboratory/Practical:   20.00          Formal Exams:   2.00          Total:   200.00

On successful completion of this module you will be able to...

demonstrate a breadth of knowledge of the problems encountered in real time implementation of photorealistic graphics. Demonstrate knowledge of the graphics pipeline and the use of vertex and pixel shaders to implement graphics solutions.

On successful completion of this module you will be able to...

analyse and then implement real time solutions to problems of photorealistic rendering. Use state of the art graphics languages to program pixel and vertex shaders to implement graphical effects. Use low level optimisation methods to increase the performance of real time effects.

On successful completion of this module you will be able to...

learn and work independently with patience and persistence using good general skills of organization and time-management, be adaptable with a highly-developed ability to assess problems from new areas logically through an analytical approach, write coherently and clearly communicate results.

  Coursework   40%
 
  Practical implementation of a graphics technique using shader programing tools and techniques
  Examination - closed book 2.00 60%
 
  Examination
  Examination - closed book 2.50 100%
 
  Supplementary Assessment: examination

Outline Syllabus:
MATHEMATICS FOR GRAPHICS
ADVANCED RENDERING, Introduction to GPU Programming and High Level Shading Languages, Per-pixel and per-vertex graphics effects in Shaders, GPGPU-based Animation, Advanced special graphics effect in Shaders.
REAL TIME EFFECTS
Raster graphics algorithms. Polygon fill, texture mapping anti-aliassing, Gouraud and Phong Shading.
Transformations and Projections, Clipping, Hidden surface removal, polygon culling, Graphics Pipeline.
Optimization Techniques. Parallel algorithms.

Version No:  1