Course Title: Interactive 3D Graphics and Animation
Credit Points: 12
Course Code |
Campus |
Career |
School |
Learning Mode |
Teaching Period(s) |
|
COSC1186 |
City Campus |
Postgraduate |
140H Comp Sci & Info Technology |
Face-to-Face | Sem 1 2006,
Sem 1 2008, Sem 1 2010 |
|
COSC1187 |
City Campus |
Undergraduate |
140H Comp Sci & Info Technology |
Face-to-Face | Sem 1 2006,
Sem 1 2008, Sem 1 2009, Sem 1 2010, Sem 1 2011 |
Course Coordinator: Geoff Leach
Course Coordinator Phone: +61 3 9925 3207
Course Coordinator Email:gl@rmit.edu.au
Pre-requisite Courses and Assumed Knowledge and Capabilities
Prerequisites
- Programming 2
OR
- Java for C Programmers
- Computer graphics and some knowledge of mathematics - vectors, matrices and trigonometry. This material is considered a prerequisite, although the material is revised in lectures. 3
Co-requisites
- Program Techniques
- Students should have done at least one programming course which includes an introduction to dynamic data structures and either know, or be learning, the C programming language
Course Description
The course introduces techniques, algorithms and principles of interactive 3D computer graphics and animation, including graphics algorithms, the graphics pipeline and graphics programming.
Objectives/Learning Outcomes/Capability Development
Capability Development
This course contributes to the development of the following capabilities: Enabling Knowledge, Problem Solving, and Critical Analysis.
Learning Outcomes
On completion of the course, the student should:
- Have a firm understanding of three dimensional computer graphics;
- Have written interactive 3D programs using the OpenGL 3D graphics library;
- Be familiar with the basics of computer animation,
- Understand 3D viewing, the 3D viewing pipeline, hidden surface removal, shading and illumination;
- Be ready to study real-time rendering, realistic image synthesis, computer animation and game programming.
Overview of Learning Activities
The course introduces interactive 3D graphics and animation through lectures, tutorials, laboratories and programming assignments. Lectures concentrate on new theory and principles, tutorials concentrate on deepening understanding of lecture material through exercises, laboratories concentrate on programming excercises and examples. Lectures, tutorials and laboratories are closely related. Most new material is introduced in lectures, however some new material is introduced in laboratories through example programs. Completion of tutorial questions and laboratory exercises and projects, are designed to give further practice in the application of theory and procedures, and to give feedback on your progress and understanding. Private study will consolidate your understanding of the theory and practice.
A core learning experience in the course is developing a medium size 3D graphics application. The assignment reinforces the theory presented in the lectures and requires understanding and implementation of about half of the course material.
Overview of Learning Resources
You will make extensive use of computer laboratories and relevant software provided by the School. You will be able to access course information and learning materials through the Learning Hub (also known as online@RMIT) and may be provided with copies of additional materials in class or via email. Lists of relevant reference texts, resources in the library and freely accessible Internet sites will be provided.
Use the RMIT Bookshop’s textbook list search page to find any recommended textbook(s).
Overview of Assessment
The assessment for this course comprises practical work and a final exam.
For standard assessment details, including deadlines, weightings, and hurdle requirements relating to Computer Science and IT courses see: http://www.rmit.edu.au/compsci/cgi