- UCAS course code
- G405
- UCAS institution code
- M20
Bachelor of Science (BSc)
BSc Computer Science with Industrial Experience
- Typical A-level offer: A*AA including specific subjects
- Typical contextual A-level offer: AAA including specific subjects
- Care experienced/sanctuary/carer offer: AAB including specific subjects
- Typical International Baccalaureate offer: 37 points overall with 7,6,6 at HL, including specific requirements
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Course unit details:
Introduction to Visual Computing
| Unit code | COMP27112 |
|---|---|
| Credit rating | 10 |
| Unit level | Level 2 |
| Teaching period(s) | Semester 2 |
| Offered by | Department of Computer Science |
| Available as a free choice unit? | Yes |
Overview
The field of Visual Computing brings together two fundamentally important aspects of modern computing: Computer Graphics - concerned with the synthesis of images from computer models - and Image Processing, which deals with analysis and understanding of images by computers. There are now considerable overlaps between these two, traditionally separate, fields of research and their applications.
The Visual Computing theme consists of the following course units:
• Year 2: Introduction to Visual Computing (Computer Graphics and Image Processing) (10 credits)
• Year 3: Graphics & Virtual Environments (10 credits)
• Year 3: Computer Vision (10 credits)
The second-year Introduction to Visual Computing unit covers the following topics.
Image Transformations (2 weeks)
Image representations: resolution, colour models. Image transformations: point transformations (brightness, contrast, grey-level mapping, windowing, colour transformations and colour spaces) and geometrical transformations (including camera calibration). This part also describes some of the history and applications of image processing.
Image Enhancement (3 weeks)
Local processes, convolution, image smoothing (local averaging, weighted averaging), size of support, Gaussian mask. Edge enhancement (sharpening). Edge detection (Prewitt, Sobel, Canny, Marr-Hildreth), Line detection (Hough transform). Thresholding, blob detection, simple measurement (geometrical features such as perimeter and area). Rank order filters (median, max-min). This part also describes image file formats, camera exposure and image compression.
Fundamentals (1 week)
2 and 3 D Coordinate systems. Vectors, matrices and basic vector/matrix operations. 2 and 3D geometric transformations (translation, rotation, scaling, affine).
3D Modelling and Illumination (4 weeks)
The programmable graphics pipeline. 3D graphics primitives, meshes, models, and scene graphs. Rasterisation and hidden surface removal. The camera model, viewing and projection. Local illumination: ambient, diffuse, specular. Gouraud and Phong shading. Writing shaders with GLSL. Surface detail: textures, bump mapping.
Pre/co-requisites
Aims
The importance of visual interfaces has never been greater. Graphical interfaces have become ubiquitous, from desk-top interaction, to games and three-dimensional virtual environments. In parallel, there has been an explosion in digital image processing and analysis. We take for granted digital photography and video, while our health services rely on digital X-ray systems, CT and MRI scanners for seeing inside our bodies. Meanwhile, the visualization of computer simulations is an essential aspect of product design and testing, genome exploration, drug design, and climate modelling. The demand for computer scientists with advanced knowledge of such areas has never been greater. The theme will enhance your knowledge and understanding, answering such questions as: How are three-dimensional environments represented in a computer, and how are interactive 3D worlds created? How are 2D and 3D representations combined? For example, how can we recover 3D geometry from 2D images? How are the basic mathematical techniques and algorithms used to build useful applications? How are images stored, processed and manipulated? How can computers interpret images captured by cameras and other recording devices?
Learning outcomes
ILO 1: Apply the mathematics of 3D transformations and viewing
ILO 2: Design systems using programmable-pipeline WebGL
ILO 3: Design image processing pipelines to connect together multiple image processing techniques for a desired application
ILO 4: Describe the principles of interactive computer graphics
ILO 5: Implement fundamental computer graphics algorithms (using three.js)
ILO 6: Implement fundamental image processing algorithms (using C/C++ and the popular OpenCV library)
ILO 7: Describe the principles of image processing
ILO 8: Describe the principles of the rendering pipeline
Syllabus
The field of Visual Computing brings together two fundamentally important aspects of modern computing: Computer Graphics - concerned with the synthesis of images from computer models - and Image Processing, which deals with analysis and understanding of images by computers. There are now considerable overlaps between these two, traditionally separate, fields of research and their applications.
The Visual Computing theme consists of the following course units:
• Year 2: Introduction to Visual Computing (Computer Graphics and Image Processing) (10 credits)
• Year 3: Graphics & Virtual Environments (10 credits)
• Year 3: Computer Vision (10 credits)
The second-year Introduction to Visual Computing unit covers the following topics.
Image Transformations (2 weeks)
Image representations: resolution, colour models. Image transformations: point transformations (brightness, contrast, grey-level mapping, windowing, colour transformations and colour spaces) and geometrical transformations (including camera calibration). This part also describes some of the history and applications of image processing.
Image Enhancement (3 weeks)
Local processes, convolution, image smoothing (local averaging, weighted averaging), size of support, Gaussian mask. Edge enhancement (sharpening). Edge detection (Prewitt, Sobel, Canny, Marr-Hildreth), Line detection (Hough transform). Thresholding, blob detection, simple measurement (geometrical features such as perimeter and area). Rank order filters (median, max-min). This part also describes image file formats, camera exposure and image compression.
Fundamentals (1 week)
2 and 3 D Coordinate systems. Vectors, matrices and basic vector/matrix operations. 2 and 3D geometric transformations (translation, rotation, scaling, affine).
3D Modelling and Illumination (4 weeks)
The programmable graphics pipeline. 3D graphics primitives, meshes, models, and scene graphs. Rasterisation and hidden surface removal. The camera model, viewing and projection. Local illumination: ambient, diffuse, specular. Gouraud and Phong shading. Writing shaders with GLSL. Surface detail: textures, bump mapping.
Teaching and learning methods
Lectures
24 hours spread over 12 weeks
Laboratories
10 hours in total, 5 2-hour sessions.
Employability skills
- Analytical skills
- Innovation/creativity
- Project management
- Problem solving
Assessment methods
| Method | Weight |
|---|---|
| Written exam | 70% |
| Practical skills assessment | 30% |
Feedback methods
Face to face feedback and marking in programming laboratories.
Workshop: 10 hours
Demonstration: 10 hours
Practical: 20 hours
Lecture: 20 hours
Independent Study: 40 hours
Recommended reading
- Angel, Edward. (2015). Interactive computer graphics : a top-down approach with WebGL. Pearson Education Limited. ISBN: 9781292019338
- Morris, Tim. (2004). Computer vision and image processing. Palgrave Macmillan. ISBN: 0333994515
Study hours
| Scheduled activity hours | |
|---|---|
| Demonstration | 10 |
| Lectures | 20 |
| Practical classes & workshops | 30 |
| Independent study hours | |
|---|---|
| Independent study | 40 |
Teaching staff
| Staff member | Role |
|---|---|
| Terence Morley | Unit coordinator |
Fees and funding
Fees
Tuition fees for home students commencing their studies in September 2027 will be £10,050 per annum. Tuition fees for international students will be £39,700 per annum.
For general information please see the undergraduate finance pages.
Policy on additional costs
All students should normally be able to complete their programme of study without incurring additional study costs over and above the tuition fee for that programme. Any unavoidable additional compulsory costs totalling more than 1% of the annual home undergraduate fee per annum, regardless of whether the programme in question is undergraduate or postgraduate taught, will be made clear to you at the point of application. Further information can be found in the University's Policy on additional costs incurred by students on undergraduate and postgraduate taught programmes (PDF document, 91KB).
Scholarships/sponsorships
The University of Manchester is committed to attracting and supporting the very best students. We have a focus on nurturing talent and ability and we want to make sure that you have the opportunity to study here, regardless of your financial circumstances.
For information about scholarships and bursaries please visit our undergraduate student finance pages .
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