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. Ek |
Open unit status | Not open |
Pre-requisites |
None |
Co-requisites |
None |
School/department | Department of Computer Science |
Faculty | Faculty of Engineering |
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.
Successful completion of this unit will enable a student to:
20 lectures, 24 hours of laboratory sessions. A further 56 hours are nominally set aside for coursework, private study, etc.
60% coursework, 40% exam
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.