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A game or VR scene for an exterior environment, demonstrating the use of real-time rendering and effects. Typically developed in Unity, and compiled as an executable either a PC or VR application

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ANSWER ALL QUESTIONS

Unit title & code

CIS100-2 Animation and Graphic Technologies

Assignment number and title

Assignment 2

Assessment type

Individual Project

Weighting of assessment

60%

Unit learning outcomes

1.     Demonstrate the following knowledge and understanding

·         Current technological terms, principles and programming environments that can apply to different application areas for Computer Graphics, 3d Modelling and animation production and analysing relevant techniques.

2.     Demonstrate the following skills and abilities

·         To produce artefacts which apply the principles and techniques underlying computer graphics and animation technologies in the creation of animation sequences and scenes.

What am I required to do in this assignment?

Assessment 2 consists of an individual project (60%) and a report (40% of Assessment 2 – maximum 1800 words). You will apply your knowledge of real-time graphics technologies in a project-based artefact created in a 3D graphics engine (typically Unity)

Assessment load for Assessment 2: students are expected to spend 36 hours for preparation and 9 hours for the completion of the assessment.

The total effort required to complete both assessments is 75 hours.

Project Requirements:

Create a “computer graphics demo”, which incorporates the functionality of the examples demonstrated through the practicals of this unit block. This should be presented as a full screen application that demonstrates the use of real-time graphics rendering techniques, and processing of scene imagery in either an interactive or automated playback.

Submit the project files, a PC or VR executable application, and a video of the project running.

Also document the process in a written report.

Design Requirements:

A game or VR scene for an exterior environment, demonstrating the use of real-time rendering and effects. Typically developed in Unity, and compiled as an executable either a PC or VR application (e.g. Oculus). Create your own scene by importing models (meshes) and assets into a design of your choice. Typically including items such as terrain, trees, buildings, water features.

 

Your response to the brief is to produce an application to demonstrate the following:

 

·         An application that uses scripted or interactive cameras in the scene to produce a cinematic or interactive view such as VR (e.g. Oculus) or a 360 panorama.

·         A scene of your own design showing an application of image effects on sample scene views or objects.

·         A demonstration of post-processing of scene imagery using custom ‘Image Effects’ shaders.

·         For the Documentation of the project create a video clip of the demo running or being interacted with using a screen capture tool, and submit with the project files for assessment.

 

Technical Requirements:

The application is to be designed as a project for demonstrating real-time rendering techniques, by use of programming shaders in the Unity 3d environment:

 

1.       Focusing on shader development in Unity for surface materials, materials and effects.

2.       Demonstration of knowledge and ability in PBR shading.

3.       Including image effects shaders for post-processing of the scene

4.       Implementation of a scripted camera for ‘Cinematics’, or interactive ‘VR’ viewpoint such that the scene has an animated view.

5.       You must attempt to create at least 3 original shaders either with Shader Graph or CgHSL/Surface Shader (scripts) in Unity.

6.       In relation to assets, you may use up to 3 ‘imported assets’ or packages from the Unity Asset Store, but these must be clearly referenced and credited in your report. [That excludes technical components such as provided by Unity Technologies via the asset store- CinemaMachine, Recorder etc.]

Is there a size limit?

Maximum 1800-words is for the project report.

What do I need to do to pass? (Threshold Expectations from UIF)

In order to pass Assessment 2 you will need to:

·         In order to pass Assessment 2 you will need to:

·         Develop computer graphic assets that use software and real-time rendering techniques to manipulate 2D and 3D objects and/or visual effects on the computer screen.

·         Use the concepts of real-time rendering techniques including script programming for computer graphics, with reference to the underlying techniques and principles, at least one shader tool such as Shader Graph or  GLSL/cg language for the enhancement of graphics feature

How do I produce high quality work that merits a good grade?

High quality of VR or game interaction interface design and 3D objects

High quality of Shading, surface material textures and effects

Including all criteria described in assessment design requirements and Technical requirements

How does assignment relate to what we are doing in scheduled sessions?

Assignment 2 is to access the students’ understanding on the second part of the unit teaching contents related to Graphic and VR games

Assessment 2 consists of an individual project (60%) and a report (40% of Assessment 2 – maximum 1800 words). You will apply your knowledge of real-time graphics technologies in a project-based artefact created in a 3D graphics engine (typically Unity)

Assessment load for Assessment 2: students are expected to spend 36 hours for preparation and 9 hours for the completion of the assessment.

The total effort required to complete both assessments is 75 hours.

Project Requirements:

Create a “computer graphics demo”, which incorporates the functionality of the examples demonstrated through the practicals of this unit block. This should be presented as a full screen application that demonstrates the use of real-time graphics rendering techniques, and processing of scene imagery in either an interactive or automated playback.

Submit the project files, a PC or VR executable application, and a video of the project running.

Also document the process in a written report.

Design Requirements:

A game or VR scene for an exterior environment, demonstrating the use of real-time rendering and effects. Typically developed in Unity, and compiled as an executable either a PC or VR application (e.g. Oculus). Create your own scene by importing models (meshes) and assets into a design of your choice. Typically including items such as terrain, trees, buildings, water features.

Your response to the brief is to produce an application to demonstrate the following:

·         An application that uses scripted or interactive cameras in the scene to produce a cinematic or interactive view such as VR (e.g. Oculus) or a 360 panorama.

·         A scene of your own design showing an application of image effects on sample scene views or objects.

·         A demonstration of post-processing of scene imagery using custom ‘Image Effects’ shaders.

·         For the Documentation of the project create a video clip of the demo running or being interacted with using a screen capture tool, and submit with the project files for assessment.

 

Technical Requirements:

The application is to be designed as a project for demonstrating real-time rendering techniques, by use of programming shaders in the Unity 3d environment:

1.       Focusing on shader development in Unity for surface materials, materials and effects.

2.       Demonstration of knowledge and ability in PBR shading.

3.       Including image effects shaders for post-processing of the scene

4.       Implementation of a scripted camera for ‘Cinematics’, or interactive ‘VR’ viewpoint such that the scene has an animated view.

5.       You must attempt to create at least 3 original shaders either with Shader Graph or CgHSL/Surface Shader (scripts) in Unity.

6.       In relation to assets, you may use up to 3 ‘imported assets’ or packages from the Unity Asset Store, but these must be clearly referenced and credited in your report. [That excludes technical components such as provided by Unity Technologies via the asset store- CinemaMachine, Recorder etc.

Is there a size limit?

Maximum 1800-words is for the project report.

What do I need to do to pass? (Threshold Expectations from UIF)

In order to pass Assessment 2 you will need to:

·         In order to pass Assessment 2 you will need to:

·         Develop computer graphic assets that use software and real-time rendering techniques to manipulate 2D and 3D objects and/or visual effects on the computer screen.

·         Use the concepts of real-time rendering techniques including script programming for computer graphics, with reference to the underlying techniques and principles, at least one shader tool such as Shader Graph or  GLSL/cg language for the enhancement of graphics features.

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