GRAP - 3D Graphics

Module Title:3D Graphics
Language of Instruction:English
Credits: 5
NFQ Level:7
Module Delivered In 1 programme(s)
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.

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
Game engine architecture
Architecting game engines, characteristics, engine subsystems and components, rendering engine, evolution of game engines, design patterns, external tools, content pipeline.
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.
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.
Assessment Breakdown%
Continuous Assessment30.00%
Project40.00%
Practical30.00%
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

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 5 Mandatory