Cork Education and Training Board Programme Module for 3 Dimensional Computer Graphics Leading to Level 5 FETAC 3 Dimensional Computer Graphics 5N5029 3 Dimensional Computer Graphics 5N5029 1 Version 3
Introduction This programme module may be delivered as a standalone module leading to certification in a FETAC minor award. It may also be delivered as part of an overall validated programme leading to a Level 5 FETAC Certificate. The teacher/tutor should familiarise themselves with the information contained in Cork Education and Training Board s programme descriptor for the relevant validated programme prior to delivering this programme module. The programme module is structured as follows: 1. Title of Programme Module 2. FETAC Component Title and Code 3. Duration in hours 4. Credit Value of FETAC Component 5. Status 6. Special Requirements 7. Aim of the Programme Module 8. Objectives of the Programme Module 9. Learning Outcomes 10. Indicative Content 11. Assessment a. Assessment Technique(s) b. Mapping of Learning Outcomes to Assessment Technique(s) c. Guidelines for Assessment Activities 12. Grading 13. Learner Marking Sheet(s), including Assessment Criteria Integrated Delivery and Assessment The teacher/tutor is encouraged to integrate the delivery of content where an overlap between content of this programme module and one or more other programme modules is identified. This programme module will facilitate the learner to develop the academic and vocational language, literacy and numeracy skills relevant to the themes and content of the module. Likewise the teacher/tutor is encouraged to integrate assessment where there is an opportunity to facilitate a learner to produce one piece of assessment evidence which demonstrates the learning outcomes from more than one programme module. The integration of the delivery and assessment of level 5 Communications and level 5 Mathematics modules with that of other level 5 modules is specifically encouraged, as appropriate. Indicative Content The indicative content in Section 10 does not cover all teaching possibilities. The teacher/tutor is encouraged to be creative in devising and implementing other approaches, as appropriate. The use of examples is there to provide suggestions. The teacher/tutor is free to use other examples, as appropriate. The indicative content ensures all learning outcomes are addressed but it may not 2
follow the same sequence as that in which the learning outcomes are listed in Section 9. It is the teacher s/tutor s responsibility to ensure that all learning outcomes are included in the delivery of this programme module. 3
1. Title of Programme Module 3 Dimensional Computer Graphics 2. Component Name and Code 3 Dimensional Computer Graphics 5N5029 3. Duration in Hours 150 Hours (typical learner effort, to include both directed and self directed learning) 4. Credit Value 15 Credits 5. Status This programme module may be compulsory or optional within the context of the validated programme. Please refer to the relevant programme descriptor, Section 9 Programme Structure 6. Special Requirements None 7. Aim of the Programme Module This programme module aims to equip the learner with the knowledge, skill and competence to work independently and under supervision in a 3 dimensional computer graphics environment. 8. Objectives of the Programme Module Become familiar with the process and production of 3D computer CGI (Computer Generated Imagery) Integrate theoretical knowledge with practical processes Take responsibility for creative output critical viewpoint and awareness Gain confidence in a new role, working independently and with other to formulate a range of viable practical or creative solutions to course learning problems Develop creativity and image composition skills Understand the different genres of modelling: Organic/ Mechanical/ Radiosity/ Caustics. Develop a knowledge and understanding of the principles of animation in 3D. Understand interaction/ simulation in 3D Animation development 3 Dimensional Computer Graphics 5N5029 4 Version 3
9. Learning Outcomes of Level 5 3 Dimensional Computer Graphics 5N5029 Learners will be able to: 1. Examine the location of menu options and command panels within the software application 2. Explore the effect segment count has on curved surfaces 3. Distinguish between shadow maps and ray trace shadows to include the rendering consequences 4. Examine lathing principals and modifiers, object hierarchy and the application of animation controllers 5. Utilise elements of object creation command panel 6. Assign different views to activate the view port 7. Switch between smooth and highlighted mode to wireframe 8. Create standard primitives including box, sphere and cylinder 9. Make length, width and height adjustments 10. Manipulate at sub-object level vertex, polygon and spline 11. Increase segment count on standard primitives 12. Carry out object placement using XYZ and locking to single axis movement 13. Animate using key frame techniques 14. Edit object properties of buffer and object channels 15. Manipulate keys, ranges, time and function curves 16. Edit position, scale and rotation 17. Utilise dummies for animation path 18. Adjust time configuration and break tangents 19. Adjust hotspot and falloff parameters 20. Place highlights on an object and exclude objects from lighting 21. Utilise a tension continuity bias controller (TCB) and a float controller 22. Manipulate a selection of objects to include locking, linking and grouping together 5
23. Edit parameter out of range types including constant, cycle, loop, ping pong, linear and relative repeat 24. Apply lighting parameters to produce mood 25. Set camera environment ranges 26. Map and animate fog parameters 27. Animate objects constrained to paths 28. Implement space warp and particle system techniques 29. Implement lights as projectors to include applying light attenuation 30. Cast shadows to include editing shadow mapping parameters 31. Implement scene composition using maps including bump, specular, diffuse, filter, ambient and glossiness 6
10. Indicative Content This section provides suggestions for programme content but is not intended to be prescriptive. The programme module can be delivered through classroom based learning activities, group discussions, one-to-one tutorials, field trips, case studies, role play and other suitable activities, as appropriate. The program content will facilitate the learner to produce a project/collection of work demonstrating the learner s level of skills, knowledge and competence. Section 1 : Modelling The programme will facilitate the learner to become familiar with the process and production of 3D computer CGI(L1-2; L4-12; L16; L22), for example: Switch between smooth and highlighted mode to wireframe Create standard primitives including box, sphere and cylinder Make length, width and height adjustments Manipulate at sub-object level vertex, polygon and spline Increase segment count on standard primitives Carry out object placement using XYZ and locking to single axis movement Edit position, scale and rotation Manipulate a selection of objects to include locking, linking and grouping together The programme will facilitate the learner to integrate theoretical knowledge with practical processes, for example: Examine the location of menu options and command panels within the software application Examine lathing principals and modifiers Utilise elements of object creation command panel Assign different views to activate the view port Section 2: Texturing The programme will enable the learner to Import materials and properties from different sources(l14; L23; L31), for example: Implement material using maps including bump, specular, diffuse, filter, ambient and glossiness The programme will enable the learner to Experiment with composition, for example: Explore the effect segment count has on curved surfaces Edit object properties of buffer and object channels Section 3: Lighting The programme will enable the learner to Implement lights as projectors including light attenuation,(l3; L19-20; L24-26; L28-30) for example: Distinguish between shadow maps and ray trace shadows to include the rendering consequences Adjust hotspot and falloff parameters 7
Place highlights on an object and exclude objects from lighting Apply lighting parameters to produce mood The programme will enable the learner to Apply lighting effects (fog, rain or snow, etc ) Map and animate fog parameters Implement lights as projectors to include applying light attenuation Cast shadows to include editing shadow mapping parameters Section 4: Animation The programme will enable the learner to Implement key framing(l13; L15; L17-18; L21; L27), for example: Animate using key frame techniques Manipulate keys, ranges, time and function curves Edit parameter out of range types including constant, cycle, loop, linear etc. The programme will enable the learner to Use IK tagging where necessary Insert IK tag Set camera environment ranges Animate objects constrained to paths 8
11. Assessment 11a. Assessment Techniques 2 s 50% + 50% =100% 11b. Mapping of Learning Outcomes to Assessment Techniques In order to ensure that the learner is facilitated to demonstrate the achievement of all learning outcomes from the component specification; each learning outcome is mapped to an assessment technique(s). This mapping should not restrict an assessor from taking an integrated approach to assessment. Learning Outcome Examine the location of menu options and command panels within the software application Explore the effect segment count has on curved surfaces Distinguish between shadow maps and ray trace shadows to include the rendering consequences Examine lathing principals and modifiers, object hierarchy and the application of animation controllers Utilise elements of object creation command panel Assign different views to activate the view port Switch between smooth and highlighted mode to wireframe Create standard primitives including box, sphere and cylinder Make length, width and height adjustments Manipulate at sub-object level vertex, polygon and spline Increase segment count on standard primitives Carry out object placement using XYZ and locking to single axis movement Animate using key frame techniques Edit object properties of buffer and object channels Manipulate keys, ranges, time and function curves Edit position, scale and rotation Utilise dummies for animation path Assessment Technique 9
Adjust time configuration and break tangents Adjust hotspot and falloff parameters Place highlights on an object and exclude objects from lighting Utilise a tension continuity bias controller (TCB) and a float controller Manipulate a selection of objects to include locking, linking and grouping together Edit parameter out of range types including constant, cycle, loop, ping pong, linear and relative repeat Apply lighting parameters to produce mood Set camera environment ranges Map and animate fog parameters Animate objects constrained to paths Implement space warp and particle system techniques Implement lights as projectors to include applying light attenuation Cast shadows to include editing shadow mapping parameters Implement scene composition using maps including bump, specular, diffuse, filter, ambient and glossiness 10
11c. Guidelines for Assessment Activities The assessor is required to devise assessment briefs and marking schemes for the projects. In devising the assessment brief care should be taken to ensure that the learner is given the opportunity to show evidence of achievement of ALL the learning outcomes. Assessment briefs may be designed to allow the learner to make use of a wide range of media in presenting assessment evidence. Quality assured procedures must be in place to ensure the reliability of learner evidence. 1 50% The internal assessor will devise the time frame given for completion of the project Evidence for this assessment technique may take the form of graphic, audio, visual or digital evidence, or any combination of these. Any audio, video or digital evidence must be provided in a suitable format. All instructions for the learner must be clearly outlined in an assessment brief The learner will complete a project to include evidence that demonstrates an understanding of the following: Planning and Preparation Use of a range of menu options, command panels, lathing principals and modifiers Correct use of object creation panel Assignment of different views and switching between modes Mastery of Techniques to include: Standard primitives eg box, cylinder, sphere Manipulation of sub level objects to include adjustments to length, width and height and increasing of segment count Placement of object and editing of position, scale and rotation Manipulation of selection of objects to include grouping, linking and locking Presentation to include:. The effects that segment count has on curved surfaces Editing of object properties of buffer and object channels Implementation of scene composition using maps 11
2 50% The internal assessor will devise the time frame given for completion of the project Evidence for this assessment technique may take the form of graphic, audio, visual or digital evidence, or any combination of these. Any audio, video or digital evidence must be provided in a suitable format. All instructions for the learner must be clearly outlined in an assessment brief The learner will complete a project to include evidence that demonstrates an understanding of the following: Differentiation between shadow maps and ray trace shadows Adjustment of hotspot and falloff parameters Placements and exclusion of highlights on a object Mood production by applying lighting parameters Mapping and animating of fog parameters Implementation of lights as projectors Casting of shadows Animation of object/s using key frame techniques and constrained to paths Editing parameters out of range types Setting camera environment ranges 12
12. Grading Distinction: 80% - 100% Merit: 65% - 79% Pass: 50% - 64% Unsuccessful: 0% - 49% At levels 4, 5 and 6 major and minor awards will be graded. The grade achieved for the major award will be determined by the grades achieved in the minor awards. 13
3 Dimensional Computer Graphics 5N5029 Learner s Name: Learner Marking Sheet 1 50% Learner s PPSN: Assessment Criteria Modelling: Maximum Mark 30 Learner Mark Examine the location of menu options and command panels Examine lathing principals and modifiers Utilise elements of object creation command panel Assign different views to activate the view port Switch between smooth and highlighted mode to wireframe Create standard primitives including box, sphere and cylinder Make length, width and height adjustments Manipulate at sub-object level vertex, polygon and spline Increase segment count on standard primitives Carry out object placement using XYZ and locking to single axis movement Edit position, scale and rotation Manipulate a selection of objects to include locking, linking and grouping together Texturing: 20 Explore the effect segment count has on curved surfaces Edit object properties of buffer and object channels Implement scene composition using maps including bump, specular, diffuse, filter, ambient and glossiness Total Mark 50 Assessor s Signature: Date: External Authenticator s Signature: Date: 3D Dimensional Computer Graphics 14
3 Dimensional Computer Graphics 5N5029 Learner Marking Sheet 2 50% Learner s Name: Learner s PPSN: Assessment Criteria Lighting: Maximum Mark 25 Learner Mark Distinguish between shadow maps and ray trace shadows to include the rendering consequences Adjust hotspot and falloff parameters Place highlights on an object and exclude objects from lighting Apply lighting parameters to produce mood Map and animate fog parameters Implement lights as projectors to include applying light attenuation Cast shadows to include editing shadow mapping parameters Animation: 25 Animate using key frame techniques Manipulate keys, ranges, time and function curves Edit parameter out of range types including constant, cycle, loop, linear etc. Set camera environment ranges Animate objects constrained to paths Total Mark 50 Assessor s Signature: Date: External Authenticator s Signature: Date: 3D Dimensional Computer Graphics 15