MSc Behaviour Change students are required to undertake a research project using empirical data. Research projects will address a behaviour change research...

MSc Behaviour Change students are required to undertake a research project using empirical data. Research projects will address a behaviour change research question, which is a well-defined and focussed question that seeks to add knowledge and value to the field of behaviour change through contributing to an identified gap in the behaviour change literature. This project contributes to one-third of the final mark on the MSc and is a very important component of the MSc Behaviour Change. It is a chance for students to apply their learning in a new way, and to experience the excitement of investigating an area of their own particular interest and choice. Students receive a list of supervisors and their available projects. Students may choose to work on an existing project or devise a project of their own with an appropriate supervisor. 

Module Content and Indicative Topics

What is a landscape? How have conceptions of landscape been perceived, represented, modified and moderated in western...

3D Dimensional Rendering|Raytracing|Rasterization|Shading|Texturing|3D geometry| Texturing|Pr

Aims:

Understanding the theoretical concepts behind computer that generate pictures from virtual worlds and teaching practical skills to implement...

Aims:

Understanding the theoretical concepts behind computer that generate pictures from virtual worlds and teaching practical skills to implement them.Learning outcomes:

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

Perform operations to 3d primitives using linear algebra
	Write a simple ray-tracer to intersect primitives with rays through pixels.
	Understand how all steps of rasterization work and being able to code that from scratch.
	Understand the concept of Monte Carlo simulation and how it relates to image synthesis.
	Implement Monte Carlo simulations.
	Use scene graphs, including light, material and textures to describe virtual 3D worlds.
Content:

Introduction:

The painters method.
Creating an image using ray tracing:

Ray casting using a simple camera.
	Local illumination.
	Global illumination with recursive ray tracing.
Specifying a general camera:

World / image coordinates.
	Creation of an arbitrary camera.
	Ray tracing with an arbitrary camera.
Constructing a scene:

Scene hierarchy.
	Transformations of objects / rays.
	Other modelling techniques.
Acceleration Techniques:

Bounding volumes.
	Space subdivision.
From ray tracing to projecting polygons:

Graphics pipeline.
	Transforming the polygons to image space.
	Sutherland Hodgman clipping.
	Scan conversion.
	Z-buffer.
	Interpolated shading.
	Texture mapping.
	Back face culling.
Shadows:

Shadow volumes.
	Shadow buffer.
	Shadow mapping.
	Soft shadows.
The nature of light:

Transport theory, Radiance, luminance, radiosity.
	The radiance equation.
	Photon mapping.
	Monte Carlo integration.
Parametric surfaces:

Bezier Curves.
	B-Splines Curves.
Requisites:

To be eligible to select this module as optional or elective, a student must: (1) be registered on a programme and year of study for which it is a formally available; and (2) have understanding of linear algebra and basic programming.