Module Title:3D Graphics
Language of Instruction:English
Credits: 10
NFQ Level:7
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: A blended teaching strategy will be used where traditional lectures are augmented with online resources. The learning will be reinforced and extended using supervised computer lab sessions where the material is applied.
Module Aim: To deliver an understanding of the architecture of a contemporary game engine. To deliver an understanding of the principles and mechanisms of real time 3D graphics rendering To provide the practical skills necessary to render interactive, realistic game objects in real-time with advanced lighting & material techniques using a contemporary game engine.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 demonstrate an understanding of the theory behind advanced real time 3D graphics techniques;
LO2 demonstrate an understanding of the architecture and application of a 3D graphics engine;
LO3 implement advanced graphics techniques to enhance realism;
LO4 build a real time interactive 3D game using a contemporary game engine
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
6990 GAME H3201 Gameplay Programming II
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
No requirements listed
 

Module Content & Assessment

Indicative Content
Game engine architecture
Engine subsystems including engine foundation systems, rendering, physics, animation and game world object models.
Advanced rendering techniques
Lighting, post processing, normal maps.Shader programming
Building a 3D Game using a game engine
Animating models, user interaction, physics, UI, audio
Tools & Assets
Game engine content pipeline. Shader & terrain editors
Basic principles of game art & UX
Color theory, proportion, composition & balance.
Assessment Breakdown%
Continuous Assessment20.00%
Project40.00%
Practical40.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Open-book Examination Game engine architecture 2 10.00 n/a
Open-book Examination 3D Graphics Theory 1,2 10.00 n/a
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Mini-Project 1 3,4 15.00 n/a
Project Mini-Project 2 3,4 25.00 n/a
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Laboratory Participation, completion of assigned worksheets 1,2,3,4 40.00 Sem 1 End
No End of Module Formal Examination

ITCarlow reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 20 Weeks per Stage 2.00
Laboratory 20 Weeks per Stage 3.00
Independent Learning Time 20 Weeks per Stage 0.50
Independent Learning Time 20 Weeks per Stage 1.00
Independent Learning Time 20 Weeks per Stage 1.50
Total Hours 160.00
 

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 3 Mandatory