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Introductory Digital Media and Computer Generated Imagery

  • Module code: CI5012
  • Year: 2019/0
  • Level: 5
  • Credits: 30
  • Pre-requisites: None
  • Co-requisites: None

Summary

Students will learn the underlying principles of digital imaging in both its static and moving forms. The theory will be supported by workshops using professional imaging, and video editing software, as well as software tools for manipulating audio.

The CGI Foundation part introduces students to the use of a professional 3D computer graphics and animation application. Students will learn how to build 3D models, shade them using assorted textures, illuminate them and render them out as images. They will learn how to make an efficient use of data, and appreciate the underlying topology of the geometry that makes up that model. Assessment will mostly be by the creation of 3D computer generated assets and presenting these as rendered images.

Aims

  • To appreciate the principles of digital imaging in both its static and moving forms by developing practical software skills in using professional level still imaging tools, moving images tools for video production and audio software tools for generating and manipulating audio material
  • To appreciate the fundamental theoretical concepts of how 2D and 3D objects are represented by digital data, and how that data can be manipulated to produce images, animations and other forms of media.
  • To develop a solid ability to use a professional 3D computer graphics and animation software application to create, shade, illuminate, animate and render 3D models.
  • To give a firm foundation of good working practices for the development of 3D computer generated assets, such as efficient use of data and appropriate structuring of topology and recognise the mathematical and scientific background that are the building blocks of the computer software, to enable a more efficient use of that software.

Learning outcomes

On successful completion of the module, students will be able to:

  1. Demonstrate an awareness of current professional image manipulation and video editing software such as Adobe: Photoshop and Premiere. Also be able to distinguish between vector and raster graphics systems and their applications
  2. Be aware of a verity of file formats, such as MPEG, JPEG, MOV...etc and to appreciate their technical suitability for specific digital content.
  3. Have an awareness and be able to manipulate between 2D and 3D digital space and the ability to synthesis multi-layered still and moving images with digital audio into a digital product for assessment
  4. Use a professional 3D Computer Graphics application to build 3D models to a high standard.
  5. Create textures of an appropriate detail and scale for the project and apply these to a variety of material attributes.
  6. Create models with an appreciation of the importance of the topology of a model and how it will effect rendering, deformation and animation of that model, and initiate a portfolio of 3D CG work

Curriculum content

Part One: Introductory Digital Graphics and Imagery

  • Review of contemporary professional imaging and editing software
  • Appreciation of the structure of 2D bitmap imagery
  • Vector formats and properties e.g. Illustrator and FLA ...
  • Still images and its usage e.g. JPEG, BMP, TIF...
  • Moving Images formats and properties e.g. MPEG4, MOV, AVI...
  • Audio Formats and application MPEG, AIFF, WMA ...
  • Bit Depth: 8 bit, 16 bit, 24 bit, 32 bit, 42 bit...
  • Colour Models: RGB, CMYK, YUV, HSV...
  • Channels: R,G,B,C,M,Y,K,L,A,B, Alpha...
  • Aspects of image resolution, aspect ratio, file sizes...
  • Compression: Lossless, Lossy, LZW...etc
  • Filters and usage e.g. Gaussian, Median, Textures...
  • Masks and its uses in still and moving images
  • Video Editing Techniques

Part Two: CGI

  • Working in 3D space, co-ordinate systems.
  • Primitive objects.
  • Polygonal meshes.
  • Vertices, Edges, Polygons.
  • 3D Transformations.
  • Modifiers.
  • Extrusion, Bevelling, Subdividing Polygons.
  • Spline based modelling techniques.
  • NURBS curves and surfaces.
  • Arraying, instancing and grouping objects. Hierarchies and jointed structures.
  • Shaders, textures and materials.
  • Texture mapping, UV co-ordinates.
  • Lighting 3D CGI scene.
  • Cameras.
  • Rendering.
  • Introduction to 3D sculpting.
  • Animation basics.

Teaching and learning strategy

The module uses a mix of interactive lectures, workshops, studio based production projects, practical classes, and media lab support to simulate a creative industry environment and develop the students' personal portfolio. Students will work both individually and in small teams as is common practice in industry. Attendance at these sessions is mandatory to simulate a creative studio environment.

Lectures, including interactive and flipped lectures, will be used to provide group exploration fundamental concepts underpinning Digital Media in its many forms to develop deeper understanding of the subject.

Workshop sessions will provide hands-on experience in creating the Digital Media products. Demonstrations, guides and exercises will be used to develop skills and proficiency in applying the theory to practice in creating sophisticated products found in today's professional environment.

Tutorials and seminars will support the concepts explored in other areas relating to industrial practice, legislation and social and economic issues. The personal and group tutorials will support the students' study skills and development towards their chosen field of media.

Studio based practice will provide hands on experience of using professional level software/hardware to develop perceptual and practical skills for the production of students portfolio.

Case studies and exemplars will be used to explore and support different perspectives to reflect diverse use of digital media in different contexts.

Virtual Learning Environment (Canvas) where appropriate will be used to facilitate peer based activities such as peer discussion and peer assessment among other innovative opportunities to learn collaboratively.

Breakdown of Teaching and Learning Hours

Definitive UNISTATS Category Indicative Description Hours
Scheduled learning and teaching Lectures, workshops, tutorials, seminars and discussion groups. 100
Guided independent study Independent and directed study, including online learning materials. 200
Total (number of credits x 10) 300

Assessment strategy

Overall the assessment is designed to offer a broad range of introductory media asset creation and manipulation skills. This is typical of industry based media practice where such fundamental skills form the basis of a wide variety of job functions. The creative artefacts generated from the coursework will contribute to students PDP (Personal Development Portfolio).

Coursework 1: consists of two parts: one for still image eg Adobe Photoshop manipulation and the other a video image manipulation eg Adobe Premier. The assessment also includes a critical review of the product and process undertaken. Students will be set digital media assignments to demonstrate their ability to create and manipulate digital assets in both its static and moving forms along with audio.

Coursework 2: consists of two parts: one the introduction of sophisticated 3D software package such as Maya to help understand the basic building blocks of modelling, texturing and animation. Part two develops on the fundaments through formative feedback to refine concepts and skills in the production of 3D assets for evaluation.

Portfolio of in-class tests and quizzes: consists of a portfolio of in-class tests and quizzes to facilitate formative and summative assessment. These quizzes/class tests will assess the students understanding of the digital media concepts, production skills, and basic numeric competence in relation to digital media.

Mapping of Learning Outcomes to Assessment Strategy (Indicative)

Learning Outcome Assessment Strategy
Demonstrate an awareness of current professional image manipulation and video editing software such as Adobe: Photoshop and Premiere. Also be able to distinguish between vector and raster graphics systems and their applications. Coursework 1 Portfolio of in-class tests and quizzes
Be aware of a variety of file formats, such as MPEG, JPEG, MOV…etc and to appreciate their technical suitability for specific digital content. Coursework 1 Portfolio of in-class tests and quizzes
Have awareness and be able to manipulate between 2D and 3D digital space and the ability to synthesise multi- layered still and moving images with digital audio into a digital product for assessment. Coursework 1 and 2
Use a professional 3D Computer Graphics application to build 3D models to a high standard. Coursework 2
Create textures of an appropriate detail and scale for the project and apply these to a variety of material attributes. Coursework 2
Create models with an appreciation of the importance of the topology of a model and how it will effect rendering, deformation and animation of that model, and initiate a portfolio of 3D CG work Coursework 2 Portfolio of in-class tests and quizzes

Elements of Assessment

Description of Assessment Definitive UNISTATS Categories Percentage
Coursework 1 Coursework 40%
Coursework 2 Coursework 40%
Portfolio of in-class tests and quizzes Written exam 20%
Total (to equal 100%) 100%

Achieving a pass

It IS NOT a requirement that any element of assessment is passed separately in order to achieve an overall pass for the module.

Bibliography core texts

Adobe Photoshop CSX (2015) Classroom in a Book (Classroom in a Book), Adobe Creative Team

Adobe Premiere CSX (2015) Classroom in a Book (Classroom in a Book), Adobe Creative Team

Isacc Victor Kerlow (2009) The Art of 3D Computer Animation and Effects fourth edition, John Wiley & Sons Inc

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