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MODULE DESCRIPTOR - shu.ac.uk · 3. Evaluate the characteristics of some industry standard platforms and environments in terms Evaluate the characteristics of some industry standard

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Page 1: MODULE DESCRIPTOR - shu.ac.uk · 3. Evaluate the characteristics of some industry standard platforms and environments in terms Evaluate the characteristics of some industry standard

MODULE DESCRIPTOR

TITLE Graphics and Animation SI MODULE CODE 12-7934 CREDITS 15 LEVEL 7 JACS CODE G450 SUBJECT GROUP SEGM DEPARTMENT Computing MODULE LEADER Paul Parry

MODULE STUDY HOURS (based on 10 hours per credit)* Scheduled Learning and Teaching Activities

Placement (if applicable)

Independent Guided Study

Total Number of Study Hours

36 114 150 MODULE AIM This module will introduce the concepts and techniques that are required to implement software capable of displaying dynamic and interactive 3D graphics using an industry-standard game development platform. MODULE LEARNING OUTCOMES By engaging successfully with this module a student will be able to:

1. Analyse implementation techniques and software tools required to develop software capable of rendering and animating two-dimensional and three-dimensional graphics.

2. Evaluate, select and apply different implementation techniques and use software tools to produce graphics software to render and animate 2D and 3D graphical images.

3. Evaluate the characteristics of some industry standard platforms and environments in terms of their graphical capabilities.

4. Design and implement graphics software for industry standard platforms and environments using appropriate graphical implementation techniques and associated software tools.

INDICATIVE CONTENT This module will provide you with an introduction on how to implement the essential component of all games software, namely graphics. The module will briefly introduce the principles of two dimensional and three dimensional graphics. It will then move through the various implementation techniques and software tools required to develop software that will render, manipulate and animate graphical images. This module will give you experience and practical skills in developing graphics software for a typical industry standard platform. Typically, the module will cover:

• Graphical concepts - terminology and definitions. • Mathematical basis 2D and 3D graphics. • Characteristics and features of platforms to support and implement 2D and 3D graphics software

systems, such as Microsoft Direct X. • Implementing basic 2D and 3D graphical applications on example platforms. • Vertices and primitives. • Vertex and index buffers. • Basic lighting and texturing techniques. • Using and implementing Application Programmer Interfaces (APIs) for graphics systems. • Particle systems.

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The module will also introduce you to the concept of developing material for a portfolio which you can then use to demonstrate your abilities to prospective employers. LEARNING, TEACHING AND ASSESSMENT - STRATEGY AND METHODS The teaching and learning process for this module draws upon a mixture of classroom-based work and independent study. Classroom-based contact:

• Key topics will be presented and discussed via tutor-led sessions. These will include detailed investigations into topic areas, examining principles, and evaluating their strengths and weaknesses. In addition, guest speakers from the game industry may provide insights into specific concepts, such as the graphics pipeline, optimisation and collision detection, and how they are used in industry.

• Tutorials will primarily be used to provide an opportunity for students to engage in problem-based learning scenarios and peer and tutor evaluation of solutions to problems.

• Study packs, containing tutorial exercises, assignment specifications, and background material will be provided, and will form the basis of the work conducted in both classroom and independent study activities. Additional learning support will be provided by the module web site and Blackboard resources.

Independent study:

• This will comprise of reading, note preparation, development of solutions to problems from the tutorials, and assignment work.

ASSESSMENT TASK INFORMATION Task No.*

Short Description of Task

SI Code EX/CW/PR

Task Weighting %

Word Count or Exam Duration**

In-module retrieval available

1 Coursework CW 50% Equivalent to 2000 words.

N

2 Coursework CW 50% Equivalent to 2000 words.

N

The assessment for this module is entirely coursework based and performed independently. It will comprise of a single assignment which will consist of two parts. The first part will give you the opportunity to demonstrate a range of basic skills that you will have learned by designing and implementing a software product that meets a specific set of requirements in the domain of 3D graphics. The second part will invite you to synthesise various techniques to develop and implement a substantial graphics-oriented software system. It will be based on a mini-project, where you can choose an area of 3D graphics and develop a software application to demonstrate the key points or principles inherent in that area. The aim of this is to facilitate the development of material for a show-reel/portfolio which you may use to show prospective employers in the future. FEEDBACK Students will receive feedback on their performance in the following ways Tutors will provide formative feedback in the problem-solving and developmental stages of the coursework during the tutorials. Written feedback using marking grids and other mechanisms will be provided after assignment submission. Personal feedback will be provided in class, where the tutor, along with the student, will examine their products and suggest alternative/better implementation strategies where necessary or provide elements which may be improved. It is envisaged that feedback for assessment will be available three weeks after hand-in.

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LEARNING RESOURCES FOR THIS MODULE (INCLUDING READING LISTS)

AKENINE-MÖLLER, T., HAINES, E., and HOFFMAN, N. (2008). Real-time rendering. CRC Press.

GRAY, Kris (2003). Microsoft® DirectX® 9 Programmable Graphics Pipeline. Microsoft Press.

LUNA, Frank (2010). Introduction to 3D game programming with DirectX 9.0 c: a shader approach. Wordware Publishing, Inc..

LUNA, F. (2012) Introduction to 3D Game Programming with DirectX 11 Mercury Learning & Information.MEYERS, Scott (2005). Effective C++: 55 specific ways to improve your programs and designs. Pearson Education.

MICROSOFT Developer Network (MSDN) http://msdn.microsoft.com

ROLLINGS, A., and MORRIS, D. (1999). Game Architecture and Design. Coriolis Group Books.

ZINK, J., PETTINEO, M., and HOXLEY, J. (2011). Practical rendering and computation with Direct3D 11. CRC Press.

The module booklet also includes detailed notes on the subject material.

REVISIONS Date Reason March 2015 Confirmed in MSc Games Software Development validation

Page 4: MODULE DESCRIPTOR - shu.ac.uk · 3. Evaluate the characteristics of some industry standard platforms and environments in terms Evaluate the characteristics of some industry standard

SECTION 2 MODULE INFORMATION FOR STAFF ONLY MODULE DELIVERY AND ASSESSMENT MANAGEMENT INFORMATION MODULE STATUS - INDICATE IF ANY CHANGES BEING MADE NEW MODULE N EXISTING MODULE - NO CHANGE N Title Change N Level Change N Credit Change N Assessment Pattern Change N Change to Delivery Pattern N Date the changes (or new module) will be implemented 09/2015

MODULE DELIVERY PATTERN - Give details of the start and end dates for each module. If the course has more than one intake, for example, September and January, please give details of the module start and end dates for each intake.

Module Begins Module Ends Course Intake 1 09/2015 12/2015

Is timetabled contact time required for this module? Y

Are any staff teaching on this module non-SHU employees? N If yes, please give details of the employer institution(s) below What proportion of the module is taught by these non-SHU staff, expressed as a percentage?

MODULE ASSESSMENT INFORMATION Indicate how the module will be marked *Overall PERCENTAGE Mark of 40% Y *Overall PASS / FAIL Grade N

*Choose one only – module cannot include both percentage mark and pass/fail graded tasks SUB-TASKS Will any sub-tasks (activities) be used as part of the assessment strategy for this module?

N

If sub-tasks / activities are to be used this must be approved within the Faculty prior to approval. Sub-task / activity marks will be recorded locally and extenuating circumstances, extensions, referrals and deferrals will not apply to sub-tasks / activities. FINAL TASK According to the Assessment Information shown in the Module Descriptor, which task will be the LAST TASK to be taken or handed-in? (Give task number as shown in the Assessment Information Grid in Section 1 of the Descriptor)

Task No. 2

NON-STANDARD ASSESSMENT PATTERNS MARK 'X' IN BOX IF MODULE ASSESSMENT PATTERN IS NON STANDARD, eg MODEL B, ALL TASKS MUST BE PASSED AT 40%. NB: Non-standard assessment patterns are subject to faculty agreement and approval by Registry Services - see guidance notes.