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This course focusses on concepts and algorithms in three application domains in the field of Computer Graphics: OpenGL-4 shader development, three-dimensional mesh processing, and character animation. The topics covered in the course include real-time rendering using tessellation and geometry shaders, image-based rendering using frame buffer objects, non-photorealistic rendering, advanced illumination models, mesh processing algorithms, quaternions, scene graphs, skeletal and keyframe animations, and motion kinematics
2022 Covid-19 Update: Please refer to the course page on AKO | Learn for all information about your course, including lectures, labs, tutorials and assessments.A list of topics covered in the course is given below:• OpenGL-4 Shader Programming Terrain programming Sprites and particle systems Non-photorealistic rendering Image based rendering• Mesh Processing Half-edge data structure Mesh simplification algorithms Mesh subdivision algorithms• Character Animation Quaternions Motion capture data Scene graphs Skeletal animation Inverse kinematics
After successful completion of this course, students will be able to:Understand, implement and analyze real-time rendering algorithmsExplain the computational steps in the OpenGL-4 pipelineDevelop shader programs for advanced rendering applicationsApply advanced illumination models to three dimensional scenesDesign and implement algorithms for three dimensional mesh processingAnalyse and interpret motion capture dataExplain the meaning and usefulness of quaternion transformationsExplain the structure of a scene graphDesign and implement skeletal animation techniques for character animation
1) COSC363 2) Subject to Approval of the Head of Department
Students must attend one activity from each section.
Please note that the course activity times advertised here are currently in draft form, to be finalised on Monday 30 January 2023 for S1 and whole year courses, and Monday 26 June 2023 for S2 courses. Please hold off enquiries about these times until those finalisation dates.
Covid-19 Update: Please refer to the course page on AKO | Learn for all information about your course, including lectures, labs, tutorials and assessments.
The Computer Science department's grading policy states that in order to pass a course you must meet two requirements:1. You must achieve an average grade of at least 50% over all assessment items.2. You must achieve an average mark of at least 45% on invigilated assessment items.If you satisfy both these criteria, your grade will be determined by the following University-wide scale for converting marks to grades: an average mark of 50% is sufficient for a C- grade, an average mark of 55% earns a C grade, 60% earns a C+ grade and so forth. However if you do not satisfy both the passing criteria you will be given either a D or E grade depending on marks. Marks are sometimes scaled to achieve consistency between courses from year to year.Students may apply for special consideration if their performance in an assessment is affected by extenuating circumstances beyond their control.Applications for special consideration should be submitted via the Examinations Office website within five days of the assessment. Where an extension may be granted for an assessment, this will be decided by direct application to the Department and an application to the Examinations Office may not be required. Special consideration is not available for items worth less than 10% of the course.Students prevented by extenuating circumstances from completing the course after the final date for withdrawing, may apply for special consideration for late discontinuation of the course. Applications must be submitted to the Examinations Office within five days of the end of the main examination period for the semester.
Domestic fee $1,079.00
International Postgraduate fees
* All fees are inclusive of NZ GST or any equivalent overseas tax, and do not include any programme level discount or additional course-related expenses.
For further information see
Computer Science and Software Engineering