PROD321-21S1 (C) Semester One 2021

Interactive Computer Graphics and Animation

15 points

Details:
Start Date: Monday, 22 February 2021
End Date: Sunday, 27 June 2021
Withdrawal Dates
Last Day to withdraw from this course:
  • Without financial penalty (full fee refund): Sunday, 7 March 2021
  • Without academic penalty (including no fee refund): Friday, 14 May 2021

Description

In this paper, students will learn about the technical aspects of how moving images are generated for use in video games. This includes topics such as geometric modeling, the rendering pipeline, the use of various texturing techniques, and programmable shaders. In addition, students will learn various techniques for making objects move, such as forward and inverse kinematics, behavioural animation, and physically-based animation.

Learning Outcomes

  • Students who pass this course will:
  • Know how to use techniques such as geometric modelling, rendering, texturing and
           programmable shaders to generate moving objects in video games
           (Graduate Profile 2, 3, 4, 6, 11)

  • Be able to use various techniques such as forward and inverse kinematic, behavioural
           animation and physically based animation to create moving objects in an immersive
           environment
           (Graduate Profile 2, 3, 4, 6, 11)

    By the end of this block of lectures you will be able to:

  •      Understand the principals of three dimensional graphics, and have implemented your own
           three dimensional rendering framework
  •      Describe the parts of the rendering pipeline, and optimizations which can improve
           performance
  •      Use lighting and global illumination techniques to create visually appealing environments
  •      Write Cg/HLSL shaders to control how geometry is rendered at the hardware level and
           create visual effects
  •      Use animation to bring your characters to life, and realistically interact with the environment.

Pre-requisites

Timetable 2021

Students must attend one activity from each section.

Lecture A
Activity Day Time Location Weeks
01 Monday 10:00 - 12:00 Karl Popper 508
22 Feb - 4 Apr
3 May - 6 Jun
Lecture B
Activity Day Time Location Weeks
01 Wednesday 14:00 - 16:00 Rehua 429
22 Feb - 4 Apr
26 Apr - 6 Jun
Computer Lab A
Activity Day Time Location Weeks
01 Thursday 14:00 - 17:00 Len Lye 201 Computer Lab 2
22 Feb - 4 Apr
26 Apr - 6 Jun

Course Coordinator

Adrian Clark

Course Administrator

Alison Lowery

Assessment

•     Lab Attendance  1% per Lab, Weekly             10%

•     Assignment 1 – Fundamentals of 3D Graphics: 25%;  Students will be required to design
      three dimensional graphical environments and implement them using techniques covered in
      Foundations of Computer Graphics and The Rendering Pipeline.  Due Sun 28th March.

•     Assignment 2 – Advanced Graphics Techniques: 25%;  Students will be required to design
     and implement experiences which utilize and demonstrate techniques learned in Advanced
     Lighting and Global Illumination and Shaders.  Due 23rd May.

•     Assignment 3 – Animation: 15%; Students will design and create environments and integrate
     characters which demonstrate the different animation techniques covered in Animation:
     Bones, Rigs and Blend Shapes and Inverse Kinematics and Procedural Animation.  Due 6th  
     June.  

Test; 25% in total: Wed 2nd June @ 2pm
• Test covering material from the entire course, to be held in the final lecture.

Textbooks / Resources

Recommended Reading

Gregory, Jason; Game engine architecture; Third edition; CRC Press, Taylor & Francis Group, 2018.

Indicative Fees

Domestic fee $877.00

International fee $4,438.00

* 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 School of Product Design on the department and colleges page.

All PROD321 Occurrences

  • PROD321-21S1 (C) Semester One 2021