MSc CAVE Project

Jesin Roy

Diffusion Limited Aggregation Inside 3D Models

Joao Montenegro Almedia Weathering System for Maya

Weathering System for Maya

Joe Gaffney and Thanos Topouzis

Animation production using Houdini

Jon Hudson

Creature Generation using Genetic Algorithms and Auto-Rigging

Joshua Bainbridge

Sorted Shading for Uni-Directional Pathtracing

Julia Lou

Cosserat Rods for Hair Simulation

Leah Sreshta

Survey on user centric approaches to various pre-fracturing techniques in different materials in Houdini

Lloyd Phillips

Thesis Ava - Game Development Abstract This thesis undergoes the process of a group project undergoing the development of a game. The game is called AVA and it is a 3rd person puzzle walking simulator game produced by 5 artists and a programmer. This piece explains what planning was put into the games development process, what it’s like to work with artists and how the final game came to be. Additionally, work that was not in the final game is shown and why it did not make it to the final deliverable. It is hoped that this thesis informs the reader of the process that went on during the development of this project whilst also enlightening issues of communication between artists and programmers.

Luis Pereira

Cloth Simulation

Luke Bazalgette

Thesis Flocking system mimicking fish school behaviours Abstract In this thesis, a programmable flocking system was developed. The system is designed to emulate the movement patterns of fish in a body of water. Previous academic research into the field is reviewed and analysed through a critical lens, as a means of informing the design of the software. What follows is an extensive review of the implementation process, providing details on code structure, languages and libraries used to assist development. The resulting simulation is capable of interpreting flock behaviours through the use of a high level scripting environment which can be modified at run time. In order to demonstrate the functionality of the simulation, several scripts were produced. The default script emulates the behaviours of fish when confronted with danger through the formation of a defensive bait ball; the ball alters its shape based on its proximity to a moving point described as a predator. Upon analysing the results of the implementation, a reciprocal velocity based flocking system is proposed and the results of the implementation are presented and discussed.