Course Code | COMP3421 / COMP9415 |
Course Title | Computer Graphics |
Convenor | Ali Darejeh |
Admin | Ali Darejeh |
Classes |
|
Consultations | Friday 6pm online |
Units of Credit | 6 |
Course Website | https://moodle.telt.unsw.edu.au/course/view.php?id=79462 |
Student Reps |
stureps@cse.unsw.edu.au
Email the stureps if you have any issues with the course. They will pass these anonymously to the relevant people to get the issues resolved. |
In this course you will learn the fundamentals and practical side of Computer Graphics by doing some projects in game engines.
You will learn:
• How to develop 2D, 3D and Virtual Reality-based graphical objects and environments with the use of game engines (Unreal Engine and Unity).
• Computer graphics concepts, including lighting, reflection, static meshes, 2D Transforms, 3D Transforms, surface, texture maps, materials, cameras, object physical behaviors, collision detection, hierarchical modeling of objects, shaders, and rendering.
This course will:
• Prepare you to work in industry as a computer graphics expert in the areas of graphical interactive environments and game development.
• Teach you the practical aspects of computer graphics and the necessary theoretical background that will enable you to work in industry.
Students are expected to:
• Know the fundamentals of programming (COMP2511 or COMP9024 or equivalent)
No prior game engine experience is required.
After completing this course, students should be able to:
This course contributes to the development of the following graduate capabilities:
· Getting a practical knowledge to conduct a master’s or a PhD research project in the area of computer graphics.
· Getting different job opportunities in industry as a graphic developer, game developer, and virtual reality application developer.
The computer graphics course employs a variety of teaching strategies and rationales to ensure effective learning outcomes. One key approach is teaching different concepts through practical projects, which forms the foundation of the course. This enables students to learn theoretical knowledge in a practical way, allowing them to apply their computer graphics skills in designing real-world projects. Furthermore, students are actively encouraged to work on their proposed projects and seek consultation from their tutors. This approach fosters the development of problem-solving abilities and nurtures creativity. Tutorials play a vital role in providing support and guidance through interactive sessions, which are designed to enhance students' skills. Additionally, weekly meetings with mentors ensure that students receive personalized feedback and guidance, thereby ensuring that their progress aligns with the objectives of the course. By incorporating these effective teaching strategies, the course aligns seamlessly with the project-based assessment structure. Moreover, this instructional approach is underpinned by research studies that provide compelling evidence of the positive impact of practical projects on learning outcomes in computer science education.
In addition to the assessment structure of the course, which is project-based, the teaching content of this course will be taught using practical projects as well. Our research studies at UNSW have shown that teaching Computer Science-related concepts using practical projects, in addition to theoretical explanations, can increase learning performance and yield a better learning outcome in tertiary education.
The Student Code of Conduct ( Information , Policy ) sets out what the University expects from students as members of the UNSW community. As well as the learning, teaching and research environment, the University aims to provide an environment that enables students to achieve their full potential and to provide an experience consistent with the University's values and guiding principles. A condition of enrolment is that students inform themselves of the University's rules and policies affecting them, and conduct themselves accordingly.
In particular, students have the responsibility to observe standards of equity and respect in dealing with every member of the University community. This applies to all activities on UNSW premises and all external activities related to study and research. This includes behaviour in person as well as behaviour on social media, for example Facebook groups set up for the purpose of discussing UNSW courses or course work. Behaviour that is considered in breach of the Student Code Policy as discriminatory, sexually inappropriate, bullying, harassing, invading another's privacy or causing any person to fear for their personal safety is serious misconduct and can lead to severe penalties, including suspension or exclusion from UNSW.
If you have any concerns, you may raise them with your lecturer, or approach the School Ethics Officer , Grievance Officer , or one of the student representatives.
Plagiarism is defined as using the words or ideas of others and presenting them as your own. UNSW and CSE treat plagiarism as academic misconduct, which means that it carries penalties as severe as being excluded from further study at UNSW. There are several on-line sources to help you understand what plagiarism is and how it is dealt with at UNSW:
Make sure that you read and understand these. Ignorance is not accepted as an excuse for plagiarism. In particular, you are also responsible that your assignment files are not accessible by anyone but you by setting the correct permissions in your CSE directory and code repository, if using. Note also that plagiarism includes paying or asking another person to do a piece of work for you and then submitting it as your own work.
UNSW has an ongoing commitment to fostering a culture of learning informed by academic integrity. All UNSW staff and students have a responsibility to adhere to this principle of academic integrity. Plagiarism undermines academic integrity and is not tolerated at UNSW. Plagiarism at UNSW is defined as using the words or ideas of others and passing them off as your own.
If you haven't done so yet, please take the time to read the full text of
The pages below describe the policies and procedures in more detail:
You should also read the following page which describes your rights and responsibilities in the CSE context:
Week | Deliverable | Mark |
4
|
Written Proposal | 10% |
8 | Project presentation (Phase 1: 2D or 3D system) | 10% |
10
|
Project presentation (Phase 2: Mini system or VR system) | 10% |
11 | Project Report | 10% |
11 | Project Final Implementation | 60% |
Week | Lectures | Project Checkpoint |
1 |
Introduction to computer graphics
Player pawn and transform tools in 3D Introduction to Blueprints coding |
- |
2 |
Mapping controllers to move objects in 3D
Introduction to material concept Introduction to geometry brushes in 3D Introduction to static meshes |
- |
3 |
Introduction to collision detection and physics in 3D
Introduction to the trigger box 3D Introduction to rendering Advanced concepts in geometry brushes in 3D Introduction to lights and shadows Introduction to blueprint classes |
- |
4 |
Player pawn class and camera
Mapping controllers to rotate objects in 3D Advanced concepts of camera Advanced material design Advanced collision detection and physics in 3D Animating objects Blueprint functions Blueprint macros |
Submitting project proposal |
5 |
Creating projectile in 3D
Importing prebuilt graphical elements (FBX files) Applying damage to the player pawn Creating conditional trigger box Introduction to landscape brushes Texture layers Advanced concepts in landscape brushes Creating Visual Effects (The Niagara VFX System) |
- |
6 | Term Break (Flex Week) | - |
7 |
Introduction to virtual reality
Rendering VR scenes Mapping virtual reality controllers Creating VR player pawn Developing VR hand |
- |
8 |
Grabbing and moving objects in VR
Movement in VR Snap turn in VR Teleportation Movement in VR |
Presentation (2D or 3D system)
|
9 |
2D Objects and transform
Player pawn 2D Introduction to C# programming Mapping controllers in 2D Prefab objects and projectiles in 2D |
- |
10 |
Physics and collision detection 2D
Introduction to trigger box 2D Applying damaging and destroying objects 2D Spawn manager Adding user interface elements Animating objects in 2D Rendering 2D sprites |
Presentation (VR system)
|
11 | - |
Project report
Project implementation |
Texts and recommended readings:
Shift in Course Focus:
Lecture Material Update:
Options for Phase Two of the Project:
Primary Option: Convert Phase One Project to VR:
Alternative Option:
Resource created Tuesday 20 June 2023, 04:25:51 AM, last modified Saturday 02 September 2023, 05:06:25 AM.