This course provides unparalleled opportunity to study graphics in depth, with more modules on advanced graphics and graphics programming than any other institution in the Russell Group. By the end of this course, you will develop advanced-level, industry-standard technical skills in the following areas:
low-level programming (C++, Graphic and Compute shaders)
multi-core and many-core programming techniques
computer graphics, from core principles to the practical techniques used in games, including geometric models, animation and simulation, advanced methods for visual realism
game engine development techniques.
Discovery modules are available in all years of your degree, as long as you are taking enough credits of your own subject for that year.
Our courses in Computer Science, Computer Science with Artificial Intelligence and Computer Science with High-Performance Graphics and Games Engineering share a common first year, which focuses on the fundamentals of programming and the mathematical principles that underpin computer science. This gives you the flexibility to switch easily between the three courses if you choose, until the end of your first year.
Year two allows you to deepen and broaden your knowledge of computer science, with core modules introducing you to topics such as artificial intelligence and developing your understanding of algorithms and operating systems.
If you are studying a BSc, you may decide to take an additional industrial placement or study abroad year in between the second and third year of your degree.
You’ll build on this in year three, when you’ll have far greater choice in your optional modules and undertake a significant research project on a topic relevant to the gaming and graphics course.
If you are studying an MEng, you may decide to take an additional industrial placement or study abroad year in between the third and fourth year of your degree.
Year four (MEng)
If you continue to Year 4 for the MEng qualification, you’ll take masters-level modules in areas such as animation and simulation, geometric processing and artificial intelligence. You’ll also take part in a substantial group project on a specific computing problem that allows you to apply everything you’ve learned during the course.
Example projects include:
Rendering of Deep Water using Spectral Domain Techniques in Real Time
Rendering Biological Iridescence
Multi-User VR Driving Simulator Game
Molecular Dynamics Visualisation in VR
Massive Mesh Simplification
Every year of the course gives you hands-on experience of project work. This gives you the opportunity to explore your subject further as well as developing valuable skills in problem-solving, communication and teamwork.
Find out more about Project Work and student projects in Visualisation and Computer Graphics.
You’ll study computing ethics as part of your course. This is taught using real-life case studies, with input from specialist ethicists as well as your tutors and lecturers. The team responsible for the ethics taught in computing has produced educational material used to stimulate debate in class about topics such as ethical hacking, open source software, and use of personal data.
Not only will this enhance your reasoning and decision making skills which are crucial to employers, but it will help you identify and respond effectively to ethical dilemmas that you will encounter in your professional life in the IT industry.
Details of typical modules/components for our courses will now be published after July 1st (instead of May 1st), due to current limitations as a result of covid-19. These details may change from time to time. Read more in our Terms and conditions.
Throughout your degree you will benefit from a range of opportunities to expand your intellectual horizons outside or within your subject area.
This course gives you the opportunity to choose from a range of discovery modules. They’re a great way to tailor your study around your interests or career aspirations and help you stand out from the crowd when you graduate. Find out more about discovery modules on our Broadening webpages.
Learning and teaching
You’ll study among academics who are leading their fields. Our research feeds directly into our teaching, meaning you’ll learn about the very latest developments in your subject while gaining the knowledge and skills to meet the needs of the IT industry.
To help you benefit from our expertise, we use a range of teaching and learning methods including lectures, lab classes, tutorials and example classes. Together they will equip you with in-depth knowledge and key practical skills that will put you in a good position to compete in science and technology-related careers. You’ll also work with an academic supervisor on your projects.
Our personal tutorial system will provide academic and pastoral support. You will have a designated personal tutor throughout your studies at Leeds. He or she will be an academic member of staff: you will have weekly academic tutorials with your tutor throughout your first year, in your tutor group (of typically 5 students), as well as one-to-one meetings twice per semester.
In addition, our excellent student support team is based close to where you’ll work and study to help with anything from academic advice to timetabling and project submission enquiries.
Our Virtual Learning Environment will help to support your studies: it’s a central place where you can find all the information and resources for the School, your programme and modules.
You can also benefit from support to develop your academic skills, within the curriculum and through online resources, workshops, one-to-one appointments and drop-in sessions.
Watch our taster lectures to get a flavour of what it’s like to study at Leeds:
On this course you’ll be taught by our expert academics, from lecturers through to professors. You may also be taught by industry professionals with years of experience, as well as trained postgraduate researchers, connecting you to some of the brightest minds on campus.
Assessment will consist of coursework problems issued during term, closed examinations at the end of term, and, for the individual project, a written project report usually accompanying a software product. The mix of assessment types varies between modules. In the fourth year of the course, the emphasis is very much on practical skills in computer graphics and high-performance programming, and as a result the coursework/exam split is close to 50% in that year.