Page Navigation

Module Descriptors

This page displays the selected Module Descriptor.

Printer friendly version Printer friendly version

Session: 2022/23

Last modified: 21/07/2022 18:31:11

Title of Module: Advanced Texturing, Lighting and Rendering

Code: COMP09100 SCQF Level: 9
(Scottish Credit and Qualifications Framework)
Credit Points: 20 ECTS: 10
(European Credit Transfer Scheme)
School:School of Computing, Engineering and Physical Sciences
Module Co-ordinator:Patrick  Walder

Summary of Module

The module is intended for 3rd Year students in Computer Animation Arts, and is concerned with the texturing, lighting and rendering of 3D assets to a high level of detail and quality.  The subject area is addressed from both a technical and an artistic perspective.  The technical aspects of the module include:

  • the interaction of light with surfaces, shader properties and attributes
  • physically based materials
  • texture painting workflows and pipelines
  • render passes and compositing

Creative aspects of the module include:

  • use of light, shadow and colour to generate mood and character
  • composition and the effective use of reference material

By the end of the module, students should be able to develop effective materials and textures for 3D assets, and use appropriate lighting and rendering methods to generate high quality imagery.

  • This module embeds the key “I am UWS” graduate attributes and in particular: Universal(keywords), Work Ready(keywords) and Successful (keywords) Academic Universal Critical Thinker Analytical Inquiring Work Ready Knowledgeable Digitally Literate Problem-solver Successful Autonomous Personal Work Ready Effective communicator Motivated Successful Creative Resilient Professional Universal Research-minded Work Ready Ambitious Successful Driven


Module Delivery Method
Face-To-FaceBlendedFully OnlineHybridCHybridOWork-based Learning
check markcheck mark

Face-To-Face
Term used to describe the traditional classroom environment where the students and the lecturer meet synchronously in the same room for the whole provision.

Blended
A mode of delivery of a module or a programme that involves online and face-to-face delivery of learning, teaching and assessment activities, student support and feedback. A programme may be considered “blended” if it includes a combination of face-to-face, online and blended modules. If an online programme has any compulsory face-to-face and campus elements it must be described as blended with clearly articulated delivery information to manage student expectations

Fully Online
Instruction that is solely delivered by web-based or internet-based technologies. This term is used to describe the previously used terms distance learning and e learning.

HybridC
Online with mandatory face-to-face learning on Campus

HybridO
Online with optional face-to-face learning on Campus

Work-based Learning
Learning activities where the main location for the learning experience is in the workplace.


Campus(es) for Module Delivery
The module will normally be offered on the following campuses / or by Distance/Online Learning: (Provided viable student numbers permit)
Paisley:Ayr:Dumfries:Lanarkshire:London:Distance/Online Learning:Other:
check mark

 

 

 

 

 

 

Term(s) for Module Delivery
(Provided viable student numbers permit).
Term 1check markTerm 2

 

Term 3

 

[Top of Page]


Learning Outcomes: (maximum of 5 statements)

On successful completion of this module the student will be able to:

L1. Demonstrate knowledge and understanding of shaders and their attributes, lighting models, and rendering algorithms in the context of both rendered animation and game engines

L2. Create high quality material shaders and texture maps for a range of 3D assets

L3. Develop and configure lighting and rendering properties for a 3D scene such that the mood and character of the scene is conveyed effectively

L4. Demonstrate a systematic and professional approach to materials editing, lighting and rendering of 3D assets in order to achieve specified goals in visualisation

Employability Skills and Personal Development Planning (PDP) Skills
SCQF Headings During completion of this module, there will be an opportunity to achieve core skills in:
Knowledge and Understanding (K and U) SCQF Level 9.

Knowledge and understanding of material attributes, lighting models, and rendering algorithms, and the relationship between these distinct aspects of 3D production

Knowledge and understanding of appropriate workflows for creating textures and materials for 3D assets

Practice: Applied Knowledge and Understanding SCQF Level 9.

Application of appropriate workflows for creating textures and materials for 3D assets

Implementation of a variety of lighting models and rendering methods to facilitate production of rendered 3D output

Generic Cognitive skills SCQF Level 9.

Planning and problem solving associated with the development of materials and lighting setups for a 3D scene

Communication, ICT and Numeracy Skills SCQF Level 9.

Creation of shading networks incorporating mathematical relationships between shader properties

Moving data between a range of software tools in order to facilitate production of rendered 3D output

Autonomy, Accountability and Working with others SCQF Level 9.

Planning and execution of a significant practical assignment

Pre-requisites: Before undertaking this module the student should have undertaken the following:
Module Code:
Module Title:
Other:
Co-requisitesModule Code:
COMP09027
Module Title:
3D Asset Production 2

* Indicates that module descriptor is not published.

[Top of Page]


Learning and Teaching
The module will be delivered in a lab-based format aimed at developing relevant knowledge and skills. Classes will introduce and explore the essential underlying properties of materials and lights in a CG environment, as well as the fundamentals of rendering algorithms for animation and gaming. Differing approaches to materials development and texturing will be covered, and their advantages and challenges discussed. Through these ideas, the overall look development pipeline will be explored, enabling students to view the subject area in a holistic manner. The sessions will allow students to put into practice what they have learned. Exercises will primarily be delivered via video tutorials. Student knowledge will be assessed through practical assignments that entail implementation a range of techniques covered in the module.
Learning Activities
During completion of this module, the learning activities undertaken to achieve the module learning outcomes are stated below:
Student Learning Hours
(Normally totalling 200 hours):
(Note: Learning hours include both contact hours and hours spent on other learning activities)
Laboratory/Practical Demonstration/Workshop36
Lecture/Core Content Delivery12
Independent Study152
200 Hours Total

**Indicative Resources: (eg. Core text, journals, internet access)

The following materials form essential underpinning for the module content and ultimately for the learning outcomes:

Birn, J. (2014). [Digital] lighting & rendering. San Francisco, Ca? New Riders.

Yot, R. (2020). Light for visual artists : understanding and using light in art & design. London: Laurence King Publishing Ltd.

(**N.B. Although reading lists should include current publications, students are advised (particularly for material marked with an asterisk*) to wait until the start of session for confirmation of the most up-to-date material)

Engagement Requirements

In line with the Academic Engagement Procedure, Students are defined as academically engaged if they are regularly engaged with timetabled teaching sessions, course-related learning resources including those in the Library and on the relevant learning platform, and complete assessments and submit these on time. Please refer to the Academic Engagement Procedure at the following link: Academic engagement procedure

Where a module has Professional, Statutory or Regulatory Body requirements these will be listed here:
Students are expected to demonstrate engagement through submission of all coursework and attendance at scheduled lab and lecture sessions. Students should inform the lecturer of any external circumstance requiring non-attendance. Missing any session without good reason and communication may result in removal from the module. Failure to submit coursework may also result in the removal from the module.

[Top of Page]


Supplemental Information

Programme BoardComputing
Assessment Results (Pass/Fail) No
Subject PanelCreative Computing
ModeratorPeter Satera
External ExaminerS Kennedy-Parr
Accreditation Details
Version Number

1.08

[Top of Page]


Assessment: (also refer to Assessment Outcomes Grids below)
Practical (100%) [Two practical assignments, to be submitted in weeks 8 and 13 of the semester]
Formative exercises will be incorporated into the lab tasks to enable students to gain feedback on their understanding of the module contents.
(N.B. (i) Assessment Outcomes Grids for the module (one for each component) can be found below which clearly demonstrate how the learning outcomes of the module will be assessed.
(ii) An indicative schedule listing approximate times within the academic calendar when assessment is likely to feature will be provided within the Student Handbook.)

Assessment Outcome Grids (Footnote A.)

Component 1
Assessment Type (Footnote B.) Learning Outcome (1) Learning Outcome (2) Learning Outcome (3) Learning Outcome (4) Weighting (%) of Assessment ElementTimetabled Contact Hours
Portfolio of practical workcheck markcheck markcheck markcheck mark1000
Combined Total For All Components100% 0 hours

Footnotes
A. Referred to within Assessment Section above
B. Identified in the Learning Outcome Section above

[Top of Page]

Note(s):
  1. More than one assessment method can be used to assess individual learning outcomes.
  2. Schools are responsible for determining student contact hours. Please refer to University Policy on contact hours (extract contained within section 10 of the Module Descriptor guidance note).
    This will normally be variable across Schools, dependent on Programmes &/or Professional requirements.

Equality and Diversity
The University policies on equality and diversity will apply to this module: the content and assessment are based on the ability to communicate in English but are otherwise culture-neutral.This module is almost entirely computer based and students must be proficient computer users within a windows, icons and mouse pointer environment with the use of suitable aids where required.When a student discloses a disability an enabling support advisor will agree the appropriate adjustments to be made, consulting with the module coordinator if necessary.Further guidance available from Student Services, Enabling Support Co-ordinators or the University’s Equality and Diversity Co-ordinator.
UWS Equality and Diversity Policy
(N.B. Every effort will be made by the University to accommodate any equality and diversity issues brought to the attention of the School)

2014 University of the West of Scotland

University of the West of Scotland is a Registered Scottish Charity.

Charity number SC002520.