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COMP3015 module introduces concepts and programming techniques for working with shaders
(little programs for coding the graphic card) and an understanding of a Computer Graphics Pipeline,
using graphical API’s like OpenGL. The focus will be on OpenGL Shading Language (GLSL), which
is a high-level shading language with a syntax based on C. Throughout the module, you will learn to
create custom sheading models, techniques to optimise the rendering pipeline and various special
effects used in game development.
Lectures, seminars, and labs are part of the module delivery each week. The emphasis is on the
theoretical side during the lecture, followed by practical examples during the seminars. The labs are
reserved for students to implement and explore, recently taught concepts.
Submissions for this module are 100% coursework comprising of two parts, C1 - Initial Prototype -
30% and C2 Optimised Developer Tool with documentation - 70% as explained bellow:
C1 Initial Prototype - 30%: An OpenGL project utilizing a custom shading model implemented in
GLSL, showcasing a textured based technique. A link to the repo used for developing the prototype
and a video presenting your approach and implementation.
C2 Optimised Developer Tool with documentation - 70%: An OpenGL project, with the focus on
GLSL implementation of at least 3 basic shaders techniques taught in the module or an indepth
technical implementation of one shader technique. Research and produce a short industry standard
portfolio piece (GitHub page) and a video presenting your approach and implementation.
CONTACT
Module Leader: Ji-Jian Chin (
[email protected])
MODULE DELIVERY
Delivery format: Lecture + Seminar (2 hours) – Mondays from 9:00am to 11:00am,
Lab (2 hours) – Thursdays from 2:00pm to 4:00pm at SMB200 and
SMB201 parallel sessions for a total of 12 weeks
Delivery location: Lectures: Rolle 115 and Labs at : SMB200 and SMB201
Delivery staff:
Ji-Jian Chin
Important dates:
Reading/Discussion weeks: Week 38-40, 15,25,29 April 2024. Lecture
session is for reading and discussion. We use the labs for feedback/catch up.
Submission1: Week 34, 18/03/2024, 15:00 – C1 Initial Prototype, DLE
(summative)
Easter Break: Week 35 – 37, 25/03/2024 – 15/04/2024
Submission2: Week 40, 30/04/2024, 15:00 – C2 Optimised Developer Tool
with documentation, DLE (summative)
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NB: For a 20 credit module there will be on average 50hrs of taught content and staff led activities
with 150hrs of independent study - students are expected to work through exercises, read and
assimilate provided resource materials and prepare for the next session, final assessment will
include elements from further study materials, extending taught materials. It is essential you apply
your study skills and provide evidence of this additional work.
ASSIGNMENT SPECIFICATION
C1: Initial Prototype 30%
Prototype - An OpenGL project utilizing a custom shading model implemented in GLSL, with custom
lighting set up, showcasing a textured based technique.
Objective is to implement a custom shading model using GLSL that makes use of the current
techniques and approaches used in the industry. The shading model should work with at least one
textured 3D model and one light.
There are different shading models available: Flat shading, Gouraud shading, Phong shading, Blinn-
Phong, etc. You should think of a combination between the shading model and the number of lights,
or the type of lights used.
The textured model can have a simple texture applied or a more complex texturing approach to
create a unique combination together with the shading model.
Creativity in scene set up plays an important role. What’s the best approach to showcase your
graphics techniques? Scene complexity or/and “intentional visuals” (trying to replicate the look and
feel of your favourite game) approach will help you focus your development.
Video – YouTube video containing a summary of the developed project with a recommended length
between 5 to 10 minutes. Student should cover elements that make the prototype unique, covering
the development process from the initial idea to the final product. Focus the discussion on the
shading model, lighting used and the texture manipulation for the mesh. Shader code review should
be also part of the video together with various problems solved during development. Indicative
resolution and compression settings for this video are shown below.
File-Type: MP4
Resolution: 1440p (2K)
Framerate: 30
Video Bitrate: 16 MBS
Audio Bitrate: Mono – 128 kpbs, Stereo – 384 kpbs
Compression: H.264
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C1 – Deliverables and deadlines
Submit to DLE a single zip folder named “Project.zip” containing:
Your VS project based on the template given to you by me at the beginning of the module.
Please make sure you remove the “Debug”, “ipch” or”.sdf” files or folder. Your project should
be a couple of MB’s anything over 150MB means you didn’t remove these files. There is a
limit on the DLE of 150MB so not removing these files might stop you from submitting your
assignment.