PROD321-20S1 (C) Semester One 2020

Interactive Computer Graphics and Animation

15 points

Details:
Start Date: Monday, 17 February 2020
End Date: Sunday, 21 June 2020
Withdrawal Dates
Last Day to withdraw from this course:
  • Without financial penalty (full fee refund): Friday, 28 February 2020
  • Without academic penalty (including no fee refund): Friday, 29 May 2020

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)

Prerequisites

Course Coordinator

Adrian Clark

Course Administrator

Alison Lowery

Assessment

Assignments; 70% in total:
• 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.
• 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.
• Assignment 3 – Animation: 20%; 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.

Test; 30 % in total:
• 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 $867.00

International fee $4,250.00

* 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 .

All PROD321 Occurrences

  • PROD321-20S1 (C) Semester One 2020