You will study the following set of compulsory modules in year four of your MEng programme:
Parallel and Concurrent Programming - 15 credits
Introduces the principles, language constructs, data abstractions, and programming techniques used to program with multiple execution threads on shared-memory architectures. It develops the skills needed to design, program, test, debug, and tune non-trivial applications using industry-standard tools (C++ and CUDA). Advanced techniques covered in the module include lock-free algorithms, use of specialised memory regions, and coalesced access for maximising parallel performance.
Foundations of Modelling and Rendering - 15 credits
Builds a solid foundation of understanding for the physics, mathematics and computation underlying all computer graphics. Delving deeper than a first undergraduate module in 3D graphics, it delivers understanding of high-quality rendering through software raytracing as the essential foundation for building hardware-accelerated approximation of high-quality visual effects. This will be complemented by solid coverage of the mathematics necessary for full comprehension and exploitation of accelerated graphics hardware.
Games Engines and Workflow - 15 credits
Introduces the architecture and implementation of games engines, management of game assets, and the workflow of games development, with a focus on the implementation strategies necessary for securing the high performance needed in modern games. A feature of the module is the use of a "live" game engine as an ongoing case study / laboratory for undertaking practical exercises.
Geometric Processing - 15 credits
Focusses on geometric techniques for asset modelling, representation manipulation, and management. Topics covered include mesh editing and simplification, volumetric modelling, geometric calculations, models of natural phenomena, acceleration structures, computational geometry, point- and image-based rendering, and texture synthesis.
High-Performance Graphics - 15 credits
Explores the concepts, algorithms and methods by which visually rich scenes are rendered under real-time constraints by exploiting the features of modern graphics hardware and software systems. It develops the skills needed to produce computationally efficient but approximate representations of complex visual phenomena by making informed trade-offs between physical realism, perception, and computational cost of execution on graphics/games hardware.
Computer Animation and Simulation - 15 credits
Covers motion in virtual environments, including animation, simulation, and specialised rendering effects. Topics covered include: principles of interpolation, kinematics, motion blending & retargeting, and modelling clothing, fur and hair.