Module Details

Module Code: GRAP
Module Title: 3D Graphics
Title: 3D Graphics
Module Level:: 7
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Hisain Elshaafi
Domains:  
Module Description: 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 will be able to:
# Learning Outcome Description
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.
Dependencies
Module Recommendations

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

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
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.
Module Content & Assessment
Assessment Breakdown%
Continuous Assessment30.00%
Project40.00%
Practical30.00%

Assessments

Full Time

Continuous Assessment
Assessment Type Examination % of Total Mark 15
Timing Week 7 Learning Outcomes 1
Non-marked No
Assessment Description
Written test
Assessment Type Examination % of Total Mark 15
Timing Week 11 Learning Outcomes 2
Non-marked No
Assessment Description
Written test
Project
Assessment Type Project % of Total Mark 40
Timing Week 14 Learning Outcomes 2,3
Non-marked No
Assessment Description
Team project
Practical
Assessment Type Practical/Skills Evaluation % of Total Mark 30
Timing Every Second Week Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Laboratory Participation, completion of assigned worksheets
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Lectures in a lab environment. 12 Weeks per Stage 3.00 36
Laboratory Contact No Description 12 Weeks per Stage 3.00 36
Independent Learning Time Non Contact Assigned reading, revision or completion of lab work. 15 Weeks per Stage 1.33 20
Independent Learning Time Non Contact Independent project work 15 Weeks per Stage 2.20 33
Total Weekly Contact Hours 6.00
 
Module Resources
Recommended Book Resources
  • Jason Gregory. (2018), Game Engine Architecture, 3nd. CRC Press, p.1200, [ISBN: 1138035459].
  • JungHyun Han. (2011), 3D Graphics for Game Programming, 1st. CRC Press, p.330, [ISBN: 1439827370].
This module does not have any article/paper resources
Other Resources
Discussion Note: