High-Performance Graphics and Games Engineering MSc

You will study 180 credits in total during your High Performance Graphics and Games Engineering MSc. These are the modules studied in 2021/22 and will give you a flavour of the modules you are likely to study in 2022/23. All modules are subject to change.

Compulsory modules

MSc Project - 60 credits
Independent research on a topic relevant to the games industry, agreed between you and your supervisor, throughout the second semester and the summer months.

Group Project - 30 credits
The Group Project provides an opportunity for you to work on a major computing project as part of a team. The project will further develop both your team working/ project management skills and your technical knowledge and skills.

Artificial Intelligence - 15 credits
The module introduces the field of Artificial Intelligence (AI), taking a strongly integrative and state of the art approach based on deep neural networks. In line with the use of AI in key sectors (e.g. finance, health, law), there is an emphasis on the combination of multiple input modalities – specifically, combining images, text and structured data. Students gain hands-on experience in developing AI systems to address real-world problems, providing the knowledge and skills necessary to develop an AI system as part of an MSc project.

Foundations of Modelling and Rendering - 15 credits
Builds a solid foundation of understanding for the physics, mathematics and computation underlying all computer graphics. Delving deeper than a first undergraduate module in 3D graphics, it delivers an understanding of high-quality rendering through software raytracing as the essential foundation for building a hardware-accelerated approximation of high-quality visual effects.  This will be complemented by solid coverage of the mathematics necessary for full comprehension and exploitation of accelerated graphics hardware.

Geometric Processing - 15 credits
Focusses on geometric techniques for asset modelling, representation manipulation, and management.  Topics covered include mesh editing and simplification, volumetric modelling, geometric calculations, models of natural phenomena, acceleration structures, computational geometry, point- and image-based rendering, and texture synthesis.

High-Performance Graphics - 15 credits
Explores the concepts, algorithms and methods by which visually rich scenes are rendered under real-time constraints by exploiting the features of modern graphics hardware and software systems. It develops the skills needed to produce computationally efficient but approximate representations of complex visual phenomena by making informed trade-offs between physical realism, perception, and computational cost of execution on graphics/games hardware.

Animation and Simulation - 15 credits
Covers motion in virtual environments, including animation, simulation, and specialised rendering effects. Topics covered include: principles of interpolation, kinematics, motion blending & retargeting, and modelling clothing, fur and hair.

Scientific Computation - 15 credits
Covers motion in virtual environments, including animation, simulation, and specialised rendering effects. Topics covered include: principles of interpolation, kinematics, motion blending & retargeting, and modelling clothing, fur and hair.

The full list of module information can be read in the course catalogue.