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![]() | 2016/7 |
![]() | Department of Computer Science |
![]() | 12 [equivalent to 24 CATS credits] |
![]() | 240 |
![]() | Masters UG & PG (FHEQ level 7) |
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![]() | CW 100% |
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Before or while taking this module you must take CM50244
Undergraduate students selecting this unit should note the teaching structure |
![]() | Aims: The primary aims are to understand: how to organize spatial game models efficiently, including geometry and texture; the use of both conventional and image-based rendering; specialized lighting techniques; collision detection and recovery; destruction techniques. Learning Outcomes: Upon completion of this unit the student will be able to: * Demonstrate a critically deep understanding of the advanced principles of computer animation and games design, * Critically evaluate current technological developments with sufficient analytical and research skills to be able to scope the requirements for a research dissertation. * Implement technological solutions to advanced and complex problems. Skills: Relevant skills in programming (tfa), mathematics (tfa) and physics (tf). Content: Spatial data structures and level-of-detail management. Shape deformation and interpolation. Traditional rendering appropriate for games. Real-time lighting techniques. Image-based rendering. Collision detection techniques. |
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CM50245 is Optional on the following programmes:Department of Computer Science
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Notes:
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