Guía Docente 2023-24 INFORMÁTICA GRÁFICA |
BASIC DETAILS:
Subject: | INFORMÁTICA GRÁFICA | ||
Id.: | 31823 | ||
Programme: | DOBLE GRADO EN INGENIERÍA INFORMÁTICA Y DISEÑO Y DESARROLLO DE VIDEOJUEGOS | ||
Module: | PROGRAMACIÓN DE VIDEOJUEGOS | ||
Subject type: | OBLIGATORIA | ||
Year: | 3 | Teaching period: | Primer Cuatrimestre |
Credits: | 6 | Total hours: | 150 |
Classroom activities: | 67 | Individual study: | 83 |
Main teaching language: | Inglés | Secondary teaching language: | Castellano |
Lecturer: | Email: |
PRESENTATION:
The subject covers a general introduction to primary computer graphics concepts, 2D/ 3D image generation, a hardware/ software fundamentals overview and basic programming.
The main goal to be reached is learning fundamentals which enable developers to achieve a better understanding of computer graphics basics and related internal processes and, therefore, improving their proficency to work with libraries or engines.
PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:
General programme competences | G01 | Ability to use learning strategies independently for use in the continuous improvement of professional practice. |
G02 | Ability to analyse and synthesise problems of their professional activity and apply in similar environments. | |
G03 | Ability to achieve common results through teamwork in a context of integration, cooperation and encouraging critical discussion. | |
G04 | Ability to critically think about information, data and lines of action and their implementation in relevant social, scientific ethical issues. | |
G05 | Ability to communicate in Spanish and English for professional issues in oral and written form. | |
G06 | Ability to solve complex problems or contingencies that arise during professional activity within any organisation and adapt to the needs and demands of their professional environment. | |
G07 | Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems. | |
G08 | Ability to understand the role of the scientific method in the generation of knowledge and its application to a professional environment. | |
G09 | Ability to work with respect for the environment and society through the proper use of technology and its application in promoting a sustainable economy and environment. | |
G10 | Ability to master information and communication technologies and their application in their professional field. | |
Specific programme competences | E01 | Ability to solve mathematical problems inherent to engineering. Ability to apply knowledge about: algebra; geometry; differential and integral calculus; optimisation and numerical methods |
E02 | Ability to understand and master the concepts of the general laws of classical mechanics, fields, waves and electromagnetism and their application for solving video game development problems. | |
E03 | Ability to develop the use and programming of computers, operating systems, databases and software and their application in the development of video games. | |
E04 | Ability to understand and master the basic concepts of discrete logic, algorithmic mathematical and computational complexity, and their application for solving engineering problems. | |
E05 | Ability to program applications both correctly, and efficiently, choosing the most appropriate paradigm and programming languages, applying knowledge of basic algorithmic procedures and using the types and structures of the most appropriate data. | |
E06 | Ability to learn, understand and evaluate the structure and architecture of computers, as well as their basic components. | |
E07 | Ability to design, analyse and implement applications based on the characteristics of the database. | |
E08 | Ability to learn and master the features, functionality and structure of the Distributed Systems, Computer Networks and the Internet and design and implement applications based on them. | |
E09 | Ability to learn and master the tools necessary for the storage, processing and access to information systems, including web-based. | |
E10 | Ability to be familiar with the characteristics, functions and structure of operating systems. | |
E11 | Ability to develop online games for multiple players. | |
E12 | Ability to understand and analyse the structure, organisation, function and interconnection of the devices and systems in video game platforms. | |
E13 | Ability to discover, design and assess the main foundations and techniques of player-computer interaction that guarantee the accessibility and userability of the systems, services and IT applications including video games. | |
E14 | Ability to apply the main foundations and techniques of the smart systems and their practical application in diverse environments. | |
E15 | Ability to apply the main foundations and techniques of programming in real time. | |
E16 | Ability to fully manage and plan software projects and handle suitable tools to do so. | |
E17 | Ability to understand and analyse the structure and function of the main hardware systems and peripherals in video game platforms. | |
E18 | Ability to understand and apply the principles of ergonomics and "Design for all" in order to develop universally accessible interfaces and devices in the field of video games. | |
E19 | Ability to recognise and apply the principles, methodologies and life cycle of software engineering. | |
E20 | Ability to generate and analyse expressive and narrative resources and their application to video games. | |
E21 | Ability to execute the art of video games, create characters and settings. | |
E22 | Ability to manage techniques and tools used for artistic representation and expression. | |
E23 | Ability to use creative processes in the design and development of video games. | |
E24 | Ability to specially visualise and have knowledge of the graphical representation techniques, both in terms of traditional methods of metrical geometrics and descriptive geometrics using computer-assisted design application. | |
E25 | Ability to design and create graphical elements and their application in the development of video games. | |
E26 | Ability to perform the design and creation of animated characters and their application in the development of video games. | |
E27 | Ability to apply the methods in the creation and preservation of synthetic images | |
E28 | Ability to perform the design and construction of models with the information necessary for the creation and display interactive images. | |
E29 | Ability to understand and apply the techniques of visualisation, animation, simulation and interaction on models | |
E30 | Ability to design, develop, select and evaluate applications and systems, ensuring reliability, safety and quality, according to ethical principles and legislation and regulations. | |
E31 | Ability to perform the evaluation of video games from their different approaches. | |
E32 | Ability to evaluate, use and spread game engines. | |
E33 | Ability to develop production developments in the field of video games. | |
E34 | Ability to create and analyse games on their fundamentals and develop the understanding of what are the keys that determine how they work and their development. | |
E35 | Ability to know and understand the video game industry from a business point of view | |
E36 | Ability to identify and implement legal and ethical aspects of the gaming industry | |
E37 | Ability to design and create sounds and sound environments and their application in game development | |
E38 | Ability to produce an original project that integrates the skills acquired throughout the degree along with its presentation and defence before a university tribunal that relates to the field of design and game development. |
PRE-REQUISITES:
The pre-requisites include object oriented programming knowledge in C++ and, since, apart from libraries, Unity will be used too, basic experience with that engine and C# is recommended.
SUBJECT PROGRAMME:
Subject contents:
1 - General Introduction |
1.1 - Computer Graphics Initial Overview |
1.2 - Mathematics Bases Review |
2 - Image Representation |
2.1 - Nature and Format |
2.2 - Image Manipulation |
2.3 - Textures |
3 - Scene Rendering |
3.1 - Visualization and Lighting |
3.2 - Scene Control in Applications |
4 - Hardware Evolution Overview Appendix |
4.1 - Basic Principles |
4.2 - Evolution and Performance |
Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.
TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:
Teaching and learning methodologies and activities applied:
Theory/ Practice Sessions:
During these sessions, the contents featured in the subject will be exposed using resources like whiteboards, slideshows, etc., to show examples and illustrate properly the different sections. Additionally, active involvement will be encouraged through theoretical or real life case discussion. These sessions will be supported by different exercises.
Individual/ Team Exercises:
A significant part of the overall score will depend on individual exercises dealing with the different sections studied. These exercises will involve programming or tool usage and they are meant not to be independent, but interrelated, as new content is presented/ added in the course. Each exercise will consist of a set of instructions and certain results to be delivered before a specific date. Apart from individual work, a group activity will be developed forming teams and under similar conditions.
Tests/ Exams:
Two written tests will act as a theory/ practice assessment method, each of them covering about a half of the content in the subject. The main purpose of these tests is evaluating the knowledge acquired and underlying the processes and cases studied and explored in both lectures and exercises.
Tutorials:
The students will take part, on demand, in tutorials to be conducted on Wednesdays at 11:00 AM, but schedules may vary according to particular necessities or circumstances. The main goal pursued is to clear up doubts, and help students strengthen the knowledge and skills to be acquired. Just like with other subjects, the PDU is a useful communication tool to ask for/ share information on the course.
Student work load:
Teaching mode | Teaching methods | Estimated hours |
Classroom activities | ||
Master classes | 15 | |
Other theory activities | 4 | |
Practical work, exercises, problem-solving etc. | 15 | |
Workshops | 8 | |
Laboratory practice | 18 | |
Assessment activities | 5 | |
Extra-curricular activities (visits, conferences, etc.) | 2 | |
Individual study | ||
Tutorials | 5 | |
Individual study | 22 | |
Individual coursework preparation | 22 | |
Project work | 20 | |
Research work | 4 | |
Compulsory reading | 5 | |
Recommended reading | 5 | |
Total hours: | 150 |
ASSESSMENT SCHEME:
Calculation of final mark:
Written tests: | 30 | % |
Individual coursework: | 24 | % |
Group coursework: | 16 | % |
Final exam: | 30 | % |
TOTAL | 100 | % |
*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.
BIBLIOGRAPHY AND DOCUMENTATION:
Basic bibliography:
HEARN, Donald, BAKER M. Pauline, CARITHERS, Warren R. Computer Graphics with OpenGL. Fourth Edition. London: Pearson, 2011. |
HILL, F. S., STEPHEN, M. Kelley. Computer Graphics using OpenGL. Third Edition. New Jersey. Pearson, 2007. |
Recommended bibliography:
HUGHES, John F., VAN DAM, Andries, MCGUIRE, Morgan, SKLAR, David.F, FOLEY, James D., FEINER, Steven K., AKELEY, Kurt. Computer Graphics. Principles and Practice. Third Edition. Madrid: Addison-Wesley, 2013. |
Recommended websites:
OpenGL | https://www.opengl.org/ |
Unity Technologies | https://unity3d.com/es |
* Guía Docente sujeta a modificaciones