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Module Availability |
Spring Semester |
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Assessment Pattern |
Unit(s) of Assessment
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Weighting Towards Module Mark( %)
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2 hour practical test
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60%
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Graphics project
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40%
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Qualifying Condition(s)
A weighted aggregate mark of 40% is required to pass this module
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Module Overview |
This module introduces the theory and practice of 3D graphics programming, using JOGL (Java OpenGL) as the tool. It explains the principles behind 3D graphics, and shows how to use the various primitives to construct real-life 3D scenes. |
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Prerequisites/Co-requisites |
Programming Languages 1 & 2; Object Oriented Software Design |
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Module Aims |
This module aims to provide students with the knowledge and experience they need to use 3D graphics in their systems. It uses Java as the programming language, but does so in such a way that students with experience in other languages could adapt their knowledge to those languages without difficulty. |
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Learning Outcomes |
On successful completion of this module the student should :
- understand the principles of 3D graphics programming;
- be able to use JOGL to create static and animated 3D scenes, complete with lighting, shadows and texture mapping.
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Module Content |
- Basic principles of 3D graphics programming
- An introduction to OpenGL
- States in OpenGL
- The Model View Matrix
- Colour and lighting
- Blending and blending functions
- Texture mapping
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Methods of Teaching/Learning |
One lecture and two hours of lab session per week for ten weeks
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Selected Texts/Journals |
None
Recommended:
Neider, Davis and Woo: OpenGL Programming Guide, 6/e, Addison Wesley (2008)
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Last Updated |
21 October 2008 |
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