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Unit information: Computer Graphics in 2019/20

Please note: Due to alternative arrangements for teaching and assessment in place from 18 March 2020 to mitigate against the restrictions in place due to COVID-19, information shown for 2019/20 may not always be accurate.

Please note: you are viewing unit and programme information for a past academic year. Please see the current academic year for up to date information.

Unit name Computer Graphics
Unit code COMS30115
Credit points 10
Level of study H/6
Teaching block(s) Teaching Block 2 (weeks 13 - 24)
Unit director Dr. Lock
Open unit status Not open
Pre-requisites

None

Co-requisites

None

School/department Department of Computer Science
Faculty Faculty of Engineering

Description including Unit Aims

This course will focus on the basic principles underlying computer graphics. Computer graphics encapsulates many different topics such as animation, interaction, physics, geometry and optimisation. This course will focus on rendering, i.e. the actual process of creating realistic images from a given geometry. In the first part of the course we will formulate the mathematical models of image generation and implement a rendering technique based on this. In the second part of the course we will focus on the rendering for real-time applications such as computer games. The coursework for this part is to render the same geometry as in the first part allowing us to see the pros and cons of each approach. The aim of the course is not to teach modern graphics APIs such as OpenGL or DirectX but rather understanding the fundamental principles underlying such packages. As such the practical part of the course work will be implemented using minimal external libraries. However, the intention is that once you have passed the course you should be able to pick up a modern API and use it for your future endeavour within the field.

Intended Learning Outcomes

Successful completion of this unit will enable a student to:

  • Understand the physical principles of image generation
  • Derive a mathematical model of image generation
  • Detailed knowledge of three-dimensional geometry and linear algebra
  • Understand the practical implications of implementing a rendering pipeline on a computer
  • Basic knowledge of what techniques are used for Computer Games and Visual Effects
  • Implement a simple raytracer
  • Implement a simple rasterizer

Teaching Information

20 lectures, 24 hours of laboratory sessions. A further 56 hours are nominally set aside for coursework, private study, etc.

Assessment Information

100% coursework

Reading and References

This course will be taught without a specific course book. The intention is that all the material will be covered during the lectures. In the lecture notes we will provide references to free resources when additional material is needed.

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