PROD321-22S1 (C) Semester One 2022

Interactive Computer Graphics and Animation

15 points

Start Date: Monday, 21 February 2022
End Date: Sunday, 26 June 2022
Withdrawal Dates
Last Day to withdraw from this course:
  • Without financial penalty (full fee refund): Sunday, 6 March 2022
  • Without academic penalty (including no fee refund): Sunday, 15 May 2022


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
           (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
  •      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.


Course Coordinator

Adrian Clark

Course Administrator

Alison Lowery


•     Lab Attendance  1% per Lab, Weekly             10%

•     Assignment 1 – Fundamentals of 3D Graphics: 30%;  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, and Advanced Lighting and
      Global Illumination. .  Due Sun 3rd April 11:55pm.

•     Assignment 2 – Shaders and Animation: 35%;  Students will design and create visual effects
      using shaders as covered by the Shader lecture topic, and create characters which demonstrate
      the different animation techniques covered in Animation: Bones, Rigs, Blend Shapes and
      Inverse Kinematics.  Due 5th June 11:55pm.

Test; 25% in total: Wed 1st June @ 10am
• 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 $892.00

International fee $4,563.00

* 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 departments and faculties page .

All PROD321 Occurrences

  • PROD321-22S1 (C) Semester One 2022