Module Title: | 3D Graphics |
Language of Instruction: | English |
Teaching & Learning Strategies: |
Students will participate in an active and technology-enhanced learning environment that includes interactive lectures as well as collaborative, project-based and problem-based learning activities and tasks that develop the students’ foundational and practical knowledge in 3D Graphics for game development. Learning is further augmented with feedback from formative and summative assessments. |
Module Aim: |
Develop the students’ knowledge of how contemporary game engines are architected in order to competently use them to build sophisticated and creative games. Develop the students’ knowledge of the 3D graphics rendering pipeline particularly in terms of programmability and the associated practical techniques and applications. Develop the students’ practical knowledge to create realistic interactive real-time game objects using 3D game engines. |
Learning Outcomes |
On successful completion of this module the learner should be able to: |
LO1 |
Analyse game engine architecture, main subsystems, design patterns and scripting. |
LO2 |
Explain, implement and relate advanced real-time 3D graphics techniques relevant to game development. |
LO3 |
Develop advanced real-time interactive 3D games using a contemporary game engine individually or in a team setting. |
Pre-requisite learning |
Module Recommendations
This is prior learning (or a practical skill) that is recommended before enrolment in this module.
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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
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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 |
Game engine architecture
Architecting game engines, characteristics, engine subsystems and components, rendering engine, evolution of game engines, design patterns, external tools, content pipeline.
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Advanced rendering techniques
Rendering pipeline, vertex processing, rasterization, fragment processing, z-buffering, blending, shader programming, shader graphs, lighting, Phong model, texturing, normal mapping, displacement mapping.
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Building a 3D Game using a game engine
Scripting, game object model, component model, entity component system, game objects, assets, components, scenes, cameras, UI, audio, physics, particle systems, animation, terrain editor, layers and tags, event system, build, version control, profiling and debugging, testing, project management, collaboration, documentation.
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Assessment Breakdown | % |
Continuous Assessment | 30.00% |
Project | 40.00% |
Practical | 30.00% |
Continuous Assessment |
Assessment Type |
Assessment Description |
Outcome addressed |
% of total |
Assessment Date |
Examination |
Written test |
1 |
15.00 |
Week 7 |
Examination |
Written test |
2 |
15.00 |
Week 11 |
Project |
Assessment Type |
Assessment Description |
Outcome addressed |
% of total |
Assessment Date |
Project |
Team project |
2,3 |
40.00 |
Week 14 |
Practical |
Assessment Type |
Assessment Description |
Outcome addressed |
% of total |
Assessment Date |
Practical/Skills Evaluation |
Laboratory Participation, completion of assigned worksheets |
1,2,3 |
30.00 |
Every Second Week |
No End of Module Formal Examination |
SETU Carlow Campus reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full Time |
Workload Type |
Frequency |
Average Weekly Learner Workload |
Lecture |
12 Weeks per Stage |
3.00 |
Laboratory |
12 Weeks per Stage |
3.00 |
Independent Learning Time |
15 Weeks per Stage |
1.33 |
Independent Learning Time |
15 Weeks per Stage |
2.20 |
Total Hours |
125.00 |
Module Delivered In
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