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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.
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.
PROD223
Adrian Clark
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.
Gregory, Jason; Game engine architecture ; Third edition; CRC Press, Taylor & Francis Group, 2018.
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 .