Section: Home

Units

QUT Course Structure
Real-time 3D Computer Graphics

Unit code: KNB212
Credit points: 12
Information about fees and unit costs

The rapid improvements of rendering 3D graphics in real-time has seen this field expand beyond its early application to virtual environments and games. The use of real-time 3D technologies to enable virtual cinematography is quickly becoming commonplace. Real-time 3D engines allow directors and cinematographers to interactively direct a virtual camera with the same freedom as a live shoot. This unit provides students with a firm grounding in the practices, concepts and skills associated with asset creation for use in a real-time 3D engine. The content presented lays the critical groundwork for more advanced practices in KIB226 Virtual Environments.


Availability
Semester Available
2013 Semester 1 Yes

Sample subject outline - Semester 1 2013

Note: Subject outlines often change before the semester begins. Below is a sample outline.

Rationale

The rapid improvements of rendering 3D graphics in real-time has seen this field expand beyond its early application to pre-visualisation, virtual environments and games. The use of real-time 3D technologies to enable virtual cinematography is quickly becoming commonplace. Real-time 3D engines allow directors and cinematographers to interactively direct a virtual camera with the same freedom as a live shoot. This unit provides students with a firm grounding in the practices, concepts and skills associated with asset creation for use in a real-time 3D engine. The content presented lays the critical groundwork for more advanced practices in future studies.

Aims

This unit aims to provide you with a strong foundation in the practices and concepts associated with real time 3D graphics. It will concentrate on providing you with both the technical and theoretical skills required to develop real-time 3D applications.

Objectives

On completion of this unit you should be able to:
1. Apply 3D geometry theory for real-time applications and rules of geometry and texture usage for the creation of assets suitable for use in a real-time 3D engine;
2. Produce 3D geometry for use in a real-time 3D engine;
3. Create and apply via UV mapping detailed texture and normal maps;
4. Create character animation loops for use in real-time 3D engine;
5. Place and control virtual cameras for scripted sequences;
6. Integrate content into a real-time 3D computer graphics engine.

Content

This unit delivers lectures covering theoretical aspects and examples in the field of real-time 3D graphics and animation, focusing on areas of content such as:

- theories of 3D geometry
- modelling for real-time applications
- textures and materials for real-time 3D assets
- texture acquisition application and manipulation
- integrating 3D models into a real-time 3D computer graphics engine
- real-time 3D character animation.

You will have the opportunity to gain skills in these areas through practical demonstrations and be able to apply them within a studio setting.

Approaches to Teaching and Learning

This unit integrates theory and practice. During this unit you will attend a lecture series, which will cover both the theoretical and technical aspects of real-time computer graphics. You will also attend practical classes where you will acquire skills required to design and build real-time environments. During these practical sessions, you will undertake a series of technical tasks that will support you to apply the principles of real-time modelling, texture acquisition, texture correction and texture application.

Assessment

LATE ASSIGNMENTS
An assignment submitted after the due date without an approved extension will not be marked. If you are unable to complete your assignment on time, you should submit on time whatever work you have done.

Faculty Assessment Information
To access the Creative Industries Faculty Assessment Information see the Blackboard site for this unit.
FORMATIVE ASSESSMENT
You will receive formative feedback on your progress in this unit during tutorials and discussions throughout the semester. You will also receive feedback on all submitted assessment material. Weight 0%

You will be awarded a final grade on a 1 to 7 scale.

Assessment name: Laboratory/Practical
Description: A showcase of real-time 3D assets that demonstrate the necessary skill/knowledge of the processes and work flow required for the creation of real-time 3D computer graphics animation.
Relates to objectives: 1, 2, 3, 4, 5
Weight: 40%
Internal or external: Internal
Group or individual: Individual
Due date: Mid Semester

Assessment name: Design
Description: Completion of a real-time 3D project that puts into practice modelling, texturing , lighting and animating real-time 3D assets.
Relates to objectives: 1, 2, 3, 4, 5, 6
Weight: 60%
Internal or external: Internal
Group or individual: Individual
Due date: End of Semester

Academic Honesty

QUT is committed to maintaining high academic standards to protect the value of its qualifications. To assist you in assuring the academic integrity of your assessment you are encouraged to make use of the support materials and services available to help you consider and check your assessment items. Important information about the university's approach to academic integrity of assessment is on your unit Blackboard site.

A breach of academic integrity is regarded as Student Misconduct and can lead to the imposition of penalties.

Resource materials

Required Texts
There is no set text for this unit.

Recommended References
Akenine-Möller, T., Haines, E., Hoffman, N., (2008). Real-Time Rendering 3rd Edition. A. K. Peters, Ltd., Natick, MA, USA.

Kerlow, I.V., (2009). The art of 3D computer animation and effects. John Wiley & Sons.

top
Risk assessment statement

There are no out of the ordinary risks for this unit.

Disclaimer - Offer of some units is subject to viability, and information in these Unit Outlines is subject to change prior to commencement of semester.

Last modified: 22-Oct-2012