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Module organisation

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2D drawing using Fireworks. 3D modelling using Maya ... GAMES PROGRAMMING IN THE DEVELOPMENT OF AN INTERACTIVE ANIMATED APPLICATION. ... – PowerPoint PPT presentation

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Title: Module organisation


1
Introduction
  • Module organisation
  • Introduction to 2D drawing with Macromedia
    Fireworks

2
Blackboard site
  • make sure you have access
  • posted weekly
  • lecture slides
  • tutorial sheets
  • self-test
  • also general module information
  • teaching team, recommended books, assessment
    breakdown
  • repeated in module handbook (word document)
  • extra materials and links
  • announcements
  • work in progress
  • look out for updates

3
Objectives
  • This module will introduce you to the basic
    concepts used in software and hardware for

4
Computer graphics
5
Image Processing
6
Visualisation
7
Computer games
8
Module introduction
  • After a survey of the applications and history
    of these areas, you will learn about
  • 2D and 3D graphics
  • games
  • image processing
  • You will learn about different graphical 
  • input
  • output devices
  • file formats
  • You will also get hands-on experience in
    developing and manipulating 3D computer models
    using a suitable software package.

9
Teaching team
  • Stafford site
  • Lectures
  • Cathy French (module leader)
  • Peter King
  • Tutorials
  • Cathy French, Peter King, Janet Lawton
  • Lichfield site
  • Umar Raza

10
Timetable
  • You must attend 2 lectures and 1 practical
    session per week as follows (Stafford site)
  • Lectures
  • Monday 1-2 Green
  • Tuesday 11-12  Green
  • Practicals ONE of
  • Monday 11-12 K027 PJK
  • Tuesday 1-2 K027 JEL 
  • Thursday 10-11  K027 CLF
  • Thursday  11-12  K027 CLF
  • Thursday  1-2  K027 JEL

11
Practical work
  • hands-on exercises to support the theory
    presented in lectures
  • 2D drawing using Fireworks
  • 3D modelling using Maya
  • modifying a skeleton Java program for graphics,
    animation and games

12
Self-test
  • a self-test will be posted each week in the
    "Assignments" section
  • you should
  • attend the lectures and make additional notes
  • read through the posted slides
  • do some additional reading
  • links in slides
  • recommended books
  • then attempt the self-test to see how much you've
    learnt
  • I will look at the results to monitor your
    progress
  • don't worry you can attempt them as many times
    as you like
  • the marks from these tests do NOT count toward
    your final mark for this module
  • however they will help you learn
  • and the final test questions will be similar!

13
Assignment
  • 70 of module mark
  • improve on a skeleton program
  • more and better sprites (2D and/or 3D)
  • more imaginative movie
  • incorporating more 3D concepts
  • additional game elements
  • game states
  • response to user interaction
  • game play
  • scoring

14
Assignment (cont)
  • describe your implementation in report
  • what you did
  • how you did it
  • underlying theory
  • learning outcomes assessed
  • 2) APPLY CONCEPTS OF COMPUTER GRAPHICS, IMAGING,
    VISUALISATION, AND COMPUTER GAMES PROGRAMMING IN
    THE DEVELOPMENT OF AN INTERACTIVE ANIMATED
    APPLICATION.
  • 3) PRODUCE AND MANIPULATE 2D IMAGES AND SIMPLE 3D
    MODELS USING A COMPUTER GRAPHICS SOFTWARE PACKAGE.

15
Test
  • 30 of module mark
  • last week of term
  • learning outcome assessed
  • 1) DEMONSTRATE AN UNDERSTANDING OF THE BASIC
    CONCEPTS, PRINCIPLES AND THEORIES IN THE AREAS OF
    COMPUTER GRAPHICS, IMAGING, VISUALISATION, AND
    COMPUTER GAMES SOFTWARE AND HARDWARE.
  • based on weekly questions in Blackboard

16
Recommended text
  • The Art of 3D Computer Animation and  Effects
      Isaac Victor Kerlow   John Wiley Sons Inc
    2003   ISBN 0471430366
  • book website http//www.artof3d.com/index.html
  • history (timelines) of computer animation and
    visual effects
  • review quizzes
  • links and reading lists

17
Background reading
  • Computer  Graphics  with  OpenGL,  Third
     Edition.   Donald  Hearn  and  M.  Pauline
     Baker    Prentice  Hall  2003    ISBN
     0131202383
  • Ultimate  Game  Design  -  Building  Game  Worlds
      Tom  Meigs   McGraw-Hill 2003   ISBN
     0-07-222899-7  
  • Andrew Rollings and Ernest Adams on Game
    DesignNew Riders Publishing 2003

18
Introduction to Macromedia Fireworks
  • a 2D drawing tool
  • uses both Vector and Bitmapped graphics
  • Vector
  • work with shapes, which have
  • position
  • size
  • colour
  • bitmapped
  • image represented as 2D grid of coloured spots
    (pixels)
  • only variable for each pixel is its colour

19
Fireworks interface
20
Fireworks Toolbar
  • Select tools
  • Bitmap tools
  • select area of picture
  • with different shapes
  • select pixels of similar colour
  • brush to paint, paint pot to fill
  • pencil to draw
  • eraser
  • eyedropper to select a pixel colour
  • blur, copy, smudge and sharpen tools

21
Fireworks Toolbar
  • Vector tools
  • draw
  • straight line
  • curved line
  • polyline
  • text
  • shape
  • edit and cut paths (lines)
  • Web tools
  • create hotspots and slices
  • Colour tools
  • stroke (outline) colour
  • fill colour
  • View tools
  • screen mode
  • move
  • enlarge

22
Tool properties
  • brush tool
  • colour
  • tip size
  • stroke and edge options
  • texture (pattern)
  • transparency

23
Current selection properties
  • stroke and fill colours
  • fill pattern
  • position
  • size
  • edge properties
  • transparency

24
Further work
  • get familiar with Blackboard site
  • this week's tutorial
  • Introduction to 2D drawing using Fireworks
  • next lecture
  • historical overview of games and graphical
    systems
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