Overview
Rules
Contacts
Chief Examiner(s)
Learning outcomes
Demonstrate the mathematical foundations for modelling 2D and 3D primitives such as points, lines, polygons and polyhedral, and explain how these primitives can be transformed using affine transformations;
Compose and apply basic graphics transformations using homogeneous coordinates;
Explain how a 2D view of a 3D scene can be produced using hidden surface elimination algorithms and parallel and perspective projections;
Describe techniques for producing realistic depictions of scenes using techniques like textures and texture mapping, shadows and BRDF shading models such as Lambert, Phong, Blinns Phong, Torrance-Sparrow-Blinn-Cook-Beckmann, Oren-Nayar, radiosity and ray-tracing;
Decompose the problem of producing graphics output into modelling and rendering components and apply this decomposition to produce well-structured graphics programs;
Write simple programs using graphics software based on standards like OpenGL for producing 2D and 3D scenes.
Assessment summary
Examination (2 hours and 10 minutes): 60%; In-semester assessment: 40%.
This unit contains hurdle requirements which you must achieve to be able to pass the unit. The consequence of not achieving a hurdle requirement is a fail grade (NH) and a maximum mark of 45 for the unit.