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Modelling and Animation Techniques

Unit code: INN381
Contact hours: 3 per week
Credit points: 12
Information about fees and unit costs

The development of computer graphics tools is a significant application within the IT, Games and related industries, relying heavily on software engineering methodologies. These tools, such as CAD systems, 3D modelling systems and games engines, are used in such industries as advertising, engineering, manufacturing, simulation for education and training, computer games, film special effects, etc. Modelling techniques are intrinsic to a 3D graphics system, especially one used for real time animation. With increased CPU and GPU power, the ability to animate in real time is allowing more sophisticated interaction and the merger of games/simulation and film. The unit will provide you with the knowledge and skills to use an industry standard graphics API to implement graphics applications and to develop a basic real time animation system using an industry standard language.


Availability
Semester Available
2013 Semester 2 Yes

Sample subject outline - Semester 2 2013

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

Rationale

This is a required unit in the Software Technology major of the Bachelor of Games and Interactive Entertainment and is offered as an elective in the Bachelor of Information Technology.

The development of computer graphics tools is a significant application within the IT, Games and related industries, relying heavily on software engineering methodologies. These tools, such as CAD systems, 3D modelling systems and games engines, are used in such industries as advertising, engineering, manufacturing, simulation for education and training, computer games, film special effects, etc. Modelling techniques are intrinsic to a 3D graphics system, especially one used for real time animation.

Aims

The unit will provide you with the knowledge and skills to use an industry standard graphics API to implement graphics applications and to develop a basic real time animation system using an industry standard language.

Objectives

On successful completion of this unit you should be able to demonstrate:

  1. Knowledge of the fundamentals of geometric and physical modelling of both static and animated 3D objects (GC1);
  2. Knowledge and application of the methods to generate 3D object space to a 2D image (GC1 and GC2);
  3. The capability to learn and apply an industry standard graphics API and to write graphics applications for static images and real time animation using an industry standard language and that API (GC1 and GC4);
  4. Self motivation and the possession of a sense of curiosity about aspects of computer graphics and animation and their application areas (GC4);
  5. An awareness of the effect that screen based visual images have on users (GC6).

Key: Graduate Capabilities
GC1 - Knowledge and Skills
GC2 - Critical and Creative Thinking
GC3 - Communication
CG4 - Lifelong Learning
GC5 - Independence and Collaboration
GC6 - Social and Ethical Responsibility
GC7 - Leadership and Change

Content

You will study the following topics:

1. Introductory geometric modelling;
2. Geometric and viewing transformations;
3. Clipping and projections;
4. Visible surface determination;
5. Advanced geometric modelling for real time animation;
6. Structures for articulated animation; and
7. Data structures which support these models.

Approaches to Teaching and Learning

This unit emphasises a practical approach to implementing the theoretical knowledge acquired in lectures. Weekly contact consists of 2 hours of lectures and a 1 hour workshop. The lectures discuss the underpinning theory of a graphics system and, where appropriate, examples will be worked out and demonstrations performed. The workshops will consist of exercises based on the lecture material and are designed to reinforce your understanding of the content. Practical work (assignment and workshop questions) is a major part of the unit. You are expected to acquire knowledge of the specified graphics packages through self study, using references and links provided on Blackboard.

Concurrent Teaching

This unit is being taught concurrently with an undergraduate offering of the same subject. University policy permits postgraduate and undergraduate students to attend the same lectures. Separate tutorial/practical sessions will be provided for postgraduates students where student numbers allow. As a postgraduate student you will be required to complete separate assessment tasks that reflect the advanced knowledge and understanding of the subject. For this unit that means there will be assessment requiring you to demonstrate an advanced level of critical analysis.

Assessment

Completion of tutorial questions provided to you each week will help you to complete the 3 assessment items. Additional details regarding submissions will be given during the semester. You are expected to work on the assignments independently, but you can ask for assistance from the teaching staff.You can obtain feedback on your progress throughout the unit through the following mechanisms:

  • attending lectures and workshops

  • visiting teaching staff for advice and assistance during consultation times

  • reviewing assignments returned to you with comments on your progress

  • reviewing your final examination paper (under supervision) after the examination results have been released. You may then seek an interview with the unit coordinator if you have any questions regarding the result
  • Assessment name: Problem Solving Task
    Description: Interactive input
    Relates to objectives: 1, 2, 4 and 5
    Weight: 20%
    Internal or external: Internal
    Group or individual: Individual
    Due date: Week 8

    Assessment name: Problem Solving Task
    Description: Modelling, Transformation and Real-time Animation.
    Relates to objectives: 1-5
    Weight: 30%
    Internal or external: Internal
    Group or individual: Individual
    Due date: Week 13

    Assessment name: Examination (written)
    Description: Final written exam
    Relates to objectives: 1-5
    Weight: 50%
    Internal or external: Internal
    Group or individual: Individual
    Due date: Exam Period

    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

    No extraordinary charges or costs are associated with the requirements for this unit.

    Required text:
    Angel and Shriener, Interactive Computer Graphics, Sixth Edition, 2012, Addison Wesley

    Recommended Reading:
    Schriener, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) Addison Wesley
    Donald Hearn and M. Pauline Baker Computer Graphics with OpenGL, C Version, Prentice Hall
    Richard S. Wright, Jr and Michael Sweet OpenGL SuperBible (2nd Ed). Waite Group Press
    OpenGL Reference Manual. Addison-Wesley
    OpenGL User Manual. Addison-Wesley
    Rick Parent, Computer Animation, Algorithms and Techniques, Morgan Kaufmann

    Links to appropriate online information will be provided on Blackboard.

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    Risk assessment statement

    There are no unusual health or safety risks associated with 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: 03-May-2012