08961: Real-Time Graphics

15/16 Session, Semester 1

Basic Information

Module Level Level 7
Nature of Study Taught Module
Credits 20
European Credit Transfer Scheme 10
Probable Attendance 60
Location Hull Campus
This module is not available as a Free Elective
This module is available as a postgraduate training module
This module is not available to Exchange students

Module Rationale

The majority of students at level 7 with a computer science background will have experience of object oriented software development and knowledge of C++, Java or C#. This module builds on this experience and looks in detail at the main techniques and algorithms of real-time computer graphics.


Aims and Distinctive Features

The aim of this module is to give students a good grounding in the main techniques and algorithms of real-time computer graphics.

On successful completion of this module, students will be able to demonstrate knowledge and understanding of:
" Computer graphics display systems.
" The components in a real-time graphics pipeline.
" Methods for real-time animation

Learning Outcomes

The module has the following Learning Outcomes:

  • 1.: Intellectual Skills: Show evidence of a systematic and comprehensive understanding of real-time computer graphic algorithms, techniques and architectures. Adapt approaches including some at the forefront of the discipline and identify possibilities for originality or creativity.
  • 2.: Practical Subject-Specific-Skills: Implement an efficient, robust, real-time, and computer graphics application.
  • 3.: Transferable Skills: Apply selected mathematical techniques of linear algebra and projective geometry, to real-time graphics.
  • 4.: Practical Subject Specific Skills: Implement simple collision detection/response algorithms.
  • 5.: Transferable Skills: Use the mathematical techniques of vectors and matrices.

Learning and Teaching Strategies

The following learning and teaching strategies are used within this module:

  • Formal contact time: Students will be expected to attend approximately 60 hours comprising:
    Lectures and tutorials (LOs 1, 3).
    Scheduled practical laboratory classes (LOs 2-3).
  • The 200 hours of student effort for this module comprises a combination of formal classes, practical laboratories (taught and self study elements), private study and completing coursework assignments. The strategy is designed to promote student learning and the achievement of module learning outcomes.
  • All timetabling information is published to students on the department's module pages -

Assessment Strategies

The following assessment strategies are used within this module:

  • As a guide, the assessment of this module is typically:
  • Coursework - (portfolio of work which will include a design, implementation and critical analysis for a real-time graphics program) (100%) (LOs 1-3).
  • A detailed description of each assessment (including the %, learning outcomes, assessment criteria and word length) is available on the department's module pages -
  • The coursework is equivalent to the standard unit of assessment. As the assessment requires the students to make presentations and consult staff, it is not assessed anonymously.
  • Where it is practicable all forms of summative written assessment will be screened using TurnitinUK. Each coursework description (available on the department's module pages) specifies whether TurnitinUK is to be used, including full instructions on how to use TurnitinUK. A dedicated eBridge site will also be available for students to practice using Turnitin.
  • In order to achieve a Pass mark in this module, students must achieve an overall mark of 40 or above. In order to be eligible for a Compensatable Fail mark, students must normally achieve an overall mark of ?35 and <40.

Reassessment Strategy

As above, (the format of the coursework may differ from the original assignment(s)) (LOs 1-3).

Arrangements for Revision and Private Study

Private study, equivalent to approximately 140 hours should include: reading recommended texts and supplementary learning materials; researching and reading other relevant material and making notes.

Module Constraints


Specific Module Constraint Details

The following specific constraints apply to this module:

  • Concurrent Module Must be Taken
    • 08960: C++ Programming and Design
  • Excluded Module
    • 08981: Component Based Architectures
    • 08980: Object Oriented Design and Development using C#

Indicative Content

Topics will include:

Linear Algebra and Projective Geometry in 3D Space
Integrals and their approximations

(Flexible) Raster-Graphics Pipeline
Shader Programs/Stages
Graphics-Buffer Management
Interpolation Techniques and Illumination Models
Shadows, Texturing, Transparency
Multi-Pass Rendering Techniques (e.g., Deferred Rendering)
Anti-Aliasing, Post-Fragment Operations

Collision Detection
Occlusion Culling
Scene/Object Animation

DirectX and HLSL

Click here for the Reading List

This page was generated on 13 June 2016.