GRAPHICS PROGRAMMING

SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHI626740
Module Leader Bryan Young
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
Trimester
  • A (September start)

Pre-Requisite Knowledge

Games Programming 2

Summary of Content

This module aims to equip students with a good understanding of graphics Programming on modern computer hardware. The student will investigate computer graphics and the application in video games including the challenges of optimising the techniques so that they can be run in 'real-time'. The student will also investigate alternative rendering techniques which can replace traditional forward rendering.

Syllabus

-360b7 Introduction to shader programming. -360b7 Advance Reflectance Models: Global Illumination Models; Ambient Occlusion; Directional, Point and Spot Lights. b7 Shadow Techniques: Overview, Planar Shadows, Stencil Shadow Volumes, Shadow Maps. b7 Visual Techniques: Atmospheric effects (Cloud & Sun); Fog. b7 Image Processing and Screen Space techniques: Colour Filters; Blur Filters; Depth of Field; High Dynamic Range Lighting; Non-Photorealistic Rendering. b7 Geometry Manipulation: Tessellation; Deformation. b7 Alternative Rendering Techniques: Deferred Rendering/Shading; Ray Tracing.

Learning Outcomes

On completion of this module the student should be able to:1. Examine the role of Computer Graphic techniques in Video Games.2. Demonstrate an understanding of various rendering techniques in Video Games.3. Explain the impact of Graphics Processor Architecture on the role of the Graphics Programmer.4. Develop 3D Graphical Applications that make use of Modern Graphical Hardware.5. Examine and Implement advanced reflectance models and Shadow Techniques.6. Investigate various image/screen based effects such as Colour Correction, Tone Mapping, Motion Blur and Depth of Field.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning out with scheduled class time.

Indicative Reading

-360b7 A K Peters Engel, W. (2010 - 2017) GPU Pro Series. -360b7 Hussain, F. Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++. Packt Publishing. ISBN-13: 978-1789340365. b7 Sellers. G. et al. (2015). OpenGL Superbible: Comprehensive Tutorial and Reference. 7th Edition, Addison Wesley. ISBN-13: 978-0672337475. b7 Sellers, G. et al. (2016). OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V. 9th Edition. Addison Wesley. ISBN-13: 978-0134495491. b7 Various Authors, (2000- 2010) Game Programming Gems Vol 1 -8, Charles River Media. b7 Wolff, D. (2013). OpenGL 4 Shading Language Cookbook. 2nd Edition. Packt Publishing. ISBN-13: 978-1782167020.

Transferrable Skills

D1 Specialist knowledge and application D2 Critical thinking and problem solving D4 Communication skills, written, oral and listening D5 Numeracy D7 Computer literacy D8 Self confidence, self discipline & self reliance (independent working) D10 Creativity, innovation & independent thinking D15 Ability to prioritise tasks and time management

Module Structure

Activity Total Hours
Lectures (FT) 24.00
Tutorials (FT) 12.00
Assessment (FT) 20.00
Practicals (FT) 24.00
Independent Learning (FT) 120.00

Assessment Methods

Component Duration Weighting Threshold Description
Course Work 01 n/a 100.00 40% Practically Based Assignment