Module Title:Visual Effects Programming
Language of Instruction:English
Credits: 10
NFQ Level:8
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: As well as traditional lectures students will undertake various laboratory exercises implementing visual effect techniques utilising appropriate API. They will be expected to participate in class on the materials covered. 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 design, production of Visual Effects within games and user interfaces. To deliver an understanding of the principles and mechanisms of per-rendered and real time visual effects rendering. To provide the practical skills necessary to render interactive, realistic visual effects incorporating lighting & material techniques
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Demonstrate an understanding of the theory behind visual effect techniques
LO2 Implement visual effect techniques to enhance realism and fidelity
LO3 Understand and implement visual effects within 2D and 3D space.
LO4 Render scenes (pre-render and real-time) using standard visual effect libraries
LO5 Produce showcase visual effects for digital games and user interfaces
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
No Co-requisite modules listed
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
3D Graphics, Synthetic Camera
Perspective Projection, Pipeline, Polygon Meshes
Scene Description
Mesh Representation, File structures, Scene Graph
Scene Rendering
Clipping, HSR, Polygon & Line Filling, Anti-aliasing, texturing
Advanced visual effect techniques
Lighting, post processing, normal maps, shader programming
Visual Effects Scripting
File processing, conversion and composition techniques, geometry, voxels and particles
Tools & Assets
Visual effects content pipeline, shader editors
Assessment Breakdown%
Continuous Assessment10.00%
Project40.00%
Practical10.00%
End of Module Formal Examination40.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Performance Evaluation n/a 1,2,3,4,5 10.00 n/a
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project A creative visual effects project. Students will work in a semi-autonomous fashion, implementing technical visual effects skills. 4,5 40.00 n/a
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Exercises on visual effect production techniques to support project work 2 10.00 n/a
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam End of year exam 1,2,4,5 40.00 End-of-Semester

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 Every Week 1.00
Practicals Every Week 2.00
Lecturer Supervised Learning Every Week 1.00
Independent Learning Time Every Week 2.00
Total Hours 6.00
 

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCIAD_B Bachelor of Science (Honours) in Computing in Interactive Digital Art and Design 4 Mandatory