Module Details
Module Code: |
GRAP |
Module Title:
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3D Graphics
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Title:
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3D Graphics
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Module Level:: |
7 |
Module Coordinator: |
Nigel Whyte
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Module Author:: |
Hisain Elshaafi
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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.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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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.
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No recommendations listed |
Co-requisite Modules
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No Co-requisite modules listed |
Additional Requisite Information
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No Co Requisites listed
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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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Module Content & Assessment
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Assessment Breakdown | % |
Continuous Assessment | 30.00% |
Project | 40.00% |
Practical | 30.00% |
AssessmentsFull Time
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.
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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 |
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Contact |
Lectures in a lab environment. |
12 Weeks per Stage |
3.00 |
36 |
Laboratory |
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Contact |
No Description |
12 Weeks per Stage |
3.00 |
36 |
Independent Learning Time |
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Non Contact |
Assigned reading, revision or completion of lab work. |
15 Weeks per Stage |
1.33 |
20 |
Independent Learning Time |
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Non Contact |
Independent project work |
15 Weeks per Stage |
2.20 |
33 |
Total Weekly Contact Hours |
6.00 |
Module Resources
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Recommended Book Resources |
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Jason Gregory. (2018), Game Engine Architecture, 3nd. CRC Press, p.1200, [ISBN: 1138035459].
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JungHyun Han. (2011), 3D Graphics for Game Programming, 1st. CRC Press, p.330, [ISBN: 1439827370].
| This module does not have any article/paper resources |
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Other Resources |
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