KF6018 - Computer Graphics and Animation

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What will I learn on this module?

This module will provide you with knowledge and understanding of the theoretical background to and the practical implementation of computer graphics and computer animation, which are two major components in the movie and game industries. They are also used in other industries for design and advertisement, such as furniture and car companies. On this module you will have the opportunity to experience hardware equipment used in the industries, such as a 3D motion capture system, 3D scanners and 3D printers, to help you better understand state-of-the-art computer graphics and animation pipelines.

You will learn about 3D modelling and rendering, perception principles, visualisation techniques, animation algorithms and simulations and how to implement software algorithms for 3D modelling, rendering, visualization and simulations - which you will use to develop your own software artefact. This module will cover the following topics:

1. Basic 3D geometry concepts, such as coordinates, transformations, view projections, etc.
2. 3D rendering components, such as modelling, illumination, shadowing, texture mapping, antialiasing and rasterization, etc.
3. Basic perception principles, such as gestalt principles, change blindness, colour theory, etc.
4. Visualization techniques, such as multivariate visualization methods, trees, networks, flow and volume visualization, etc.
5. Character animation algorithms, such as motion capture, keyframe animation, forward/inverse kinematics, dynamics controller, etc.
6. Crowd simulation algorithms, such as flocking, data-driven simulation, etc.
7. Physical simulations algorithms, such as fluid animation, hair simulation, cloth simulation, deformable objects, etc.

The module will, where appropriate, make use of well-known research papers and journals in computer graphics and animation, to help you develop your critical thinking skills, as well as your research and development skills.

How will I learn on this module?

The learning strategy of this module consists of a combination of lectures, workshops and guided self-study.

The lectures provide you with the theoretical background on different areas in computer graphics and animation. Multimedia examples are used where appropriate to help give you a better understanding of the subject themes. In-class discussion and exercises are introduced to encourage student-centred and student-driven learning.

You will be provided with workshop tasks that involve implementing different concepts using software systems, such as programming development environments, and hardware equipment, such as 3D scanners and motion capture systems. These are intended to help you to deepen your understanding.

In addition, you will be provided with reading materials and tutorials for self-study, intended to sharpen your independent research and development skills that will be needed in your future careers and studies.

How will I be supported academically on this module?

The module makes use of the university’s electronic learning system to provide you with access to all the learning materials online.

Concepts in computer graphics and animation will be explained using a lecture format with interactive demonstrations and class activities to facilitate deep understanding. In the workshops, you are guided with supporting materials to complete pre-designed tasks and activities and you will be given advice and feedback on your work and progress

You are encouraged to ask questions and participate in discussion about the module content during class time. You can also email the module tutors for further assistance. If needed, you can request appointments outside of class time with the module tutors to seek further guidance.

What will I be expected to read on this module?

All modules at Northumbria include a range of reading materials that students are expected to engage with. The reading list for this module can be found at: http://readinglists.northumbria.ac.uk
(Reading List service online guide for academic staff this containing contact details for the Reading List team – http://library.northumbria.ac.uk/readinglists)

What will I be expected to achieve?

Knowledge & Understanding:
1. Demonstrate knowledge and understanding of computer graphics and animation techniques and algorithms

Intellectual / Professional skills & abilities:
2. Design and implement a computer graphics application utilizing appropriate techniques and algorithms
3. Design and implement a computer animation application utilizing appropriate techniques and algorithms
4. Critically evaluate the effectiveness and appropriateness of computer graphics and animation techniques and algorithms for a given problem

Personal Values Attributes (Global / Cultural awareness, Ethics, Curiosity) (PVA):
5. Demonstrate independent research skills in computer graphics and animation issues

How will I be assessed?

Summative Assessment
This module has two summative assessments.

The first assessment (addressing MLOs 1, 2, 4, and 5) involves the production of a portfolio of items related to the development of a computer graphics application for a given problem. These will include a report analysing the problem, the application and an evaluation of its appropriateness.

The second assessment (addressing MLOs 1, 3, 4, and 5) involves the production of a portfolio of items related to the development of a computer animation application for a given problem. These will include a report analysing the problem, the application and an evaluation of its appropriateness.

Written feedback will be provided on the summative assessments.

Formative assessment
The practical in-class exercises provide opportunities for formative assessment, helping you and your tutors to assess your progress. You will receive guidance and ongoing feedback on your work and progress verbally in lab sessions.

You will also have the opportunity to discuss your progress and the needs of the summative assessment informally in the practical class sessions.

Pre-requisite(s)

None

Co-requisite(s)

None

Module abstract

This module will provide you with knowledge and understanding of the theoretical background to and the practical implementation of computer graphics and computer animation, which are two major components in the movie and game industries. They are also used in other industries for design and advertisement, such as furniture and car companies. On this module you will have the opportunity to experience hardware equipment used in the industries, such as a 3D motion capture system, 3D scanners and 3D printers, to help you better understand state-of-the-art computer graphics and animation pipelines.

What will I learn on this module?

This module will provide you with knowledge and understanding of the theoretical background to and the practical implementation of computer graphics and computer animation, which are two major components in the movie and game industries. They are also used in other industries for design and advertisement, such as furniture and car companies. On this module you will have the opportunity to experience hardware equipment used in the industries, such as a 3D motion capture system, 3D scanners and 3D printers, to help you better understand state-of-the-art computer graphics and animation pipelines.

You will learn about 3D modelling and rendering, perception principles, visualisation techniques, animation algorithms and simulations and how to implement software algorithms for 3D modelling, rendering, visualization and simulations - which you will use to develop your own software artefact. This module will cover the following topics:

1. Basic 3D geometry concepts, such as coordinates, transformations, view projections, etc.
2. 3D rendering components, such as modelling, illumination, shadowing, texture mapping, antialiasing and rasterization, etc.
3. Basic perception principles, such as gestalt principles, change blindness, colour theory, etc.
4. Visualization techniques, such as multivariate visualization methods, trees, networks, flow and volume visualization, etc.
5. Character animation algorithms, such as motion capture, keyframe animation, forward/inverse kinematics, dynamics controller, etc.
6. Crowd simulation algorithms, such as flocking, data-driven simulation, etc.
7. Physical simulations algorithms, such as fluid animation, hair simulation, cloth simulation, deformable objects, etc.

The module will, where appropriate, make use of well-known research papers and journals in computer graphics and animation, to help you develop your critical thinking skills, as well as your research and development skills.

Course info

UCAS Code G4W3

Credits 20

Level of Study Undergraduate

Mode of Study 3 years full-time or 4 years with a placement (sandwich)/study abroad

Department Computer and Information Sciences

Location City Campus, Northumbria University

City Newcastle

Start September 2020

Fee Information

Module Information

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