Module manager: Dr Markus Billeter
Email: M.Billeter@leeds.ac.uk
Taught: Semester 1 (Sep to Jan) View Timetable
Year running 2026/27
COMP3811
This module is not approved as a discovery module
Computer graphics are at the heart of computer games and special effects in film, but are also widely used in sciences, medicine and engineering. This module covers the core concepts behind building interactive applications with computer graphics, including rasterization, hardware-accelerated projective rendering, geometric modelling, shading, surface texturing and hierarchical animation. Students will build a small real-time 3D application from scratch as part of the module, allowing them to showcase their ability.
The objective of this module is to provide students with an in-depth understanding of the principles, algorithms, and techniques used in computer graphics. Students will develop the ability to construct, render, and visualise both two-dimensional and three-dimensional graphical data, applying mathematical foundations and programming skills to create realistic and interactive graphics. The module also aims to equip students with the knowledge to critically evaluate graphics systems and technologies, and to implement graphics solutions in practical applications such as simulations, games, and visualisation tools.
On successful completion of the module students will be able to:
apply a comprehensive knowledge of mathematics, statistics, natural science and engineering principles to the solution of complex problems. (C1)
select and critically evaluate technical literature and other sources of information to solve complex problems. (C4)
design solutions for complex problems that evidence some originality and meet a combination of societal, user, business and customer need as appropriate. (C5)
identify and analyse ethical concerns and make reasoned ethical choices informed by professional codes of conduct. (C8)
select and use practical laboratory and workshop skills to investigate complex problems and be able to comment on their limitations. (C12, C13)
communicate effectively on complex engineering matters with technical and non-technical audiences, evaluating the effectiveness of the methods used. (C17)
reflect on their level of mastery of subject knowledge and skills and plan for personal development. (C18)
On successful completion of the module students will be able to:
Apply mathematical and algorithmic principles to model, render, and manipulate 2D and 3D graphical data.
Design, implement, and optimise graphics applications using modern graphics programming techniques and APIs.
Develop and evaluate rendering, shading, lighting, and animation techniques to produce realistic or stylised visualisations.
Critically assess graphics systems and technologies for suitability in practical applications.
Communicate and document graphics solutions effectively, both individually and as part of a team project.
C++ & Interactive applications: C++ basics & philosophy, C++’isms, C++ classes & objects, Exceptions, templates, standard libraries, design and architectural patterns for interactive applications
Graphics primitive: Colours, pixels, images, blitting images, rasterization, Image operations, interpolation, animation
3D Pipeline: model, world, camera, Graphics processing units, Graphics api’s, 3D transformations, depth buffering, meshes, scenes, 3D models, lighting, materials, texturing
Advanced graphics: ray tracing, graphics base compute, video compression principles
| Delivery type | Number | Length hours | Student hours |
|---|---|---|---|
| Lecture | 22 | 2 | 44 |
| Practical | 11 | 2 | 22 |
| Private study hours | 134 | ||
| Total Contact hours | 66 | ||
| Total hours (100hr per 10 credits) | 200 | ||
Check the module area in Minerva for your reading list
Last updated: 30/04/2026
Errors, omissions, failed links etc should be notified to the Catalogue Team