MSc CAVE Project

Andy Abgottspon

Procedural modelling in Houdini based on Function Representation

Anitha Rajagopalan

Real Time Simulation of Game Character Clothing

Ashley Morrison

Audio driven games

Ben Carey

Procedural Forest Generation with L-System Instancing

Brett Lambright

Eulerian Smoke Simulation

Burak Ertekin

Fluid Simulation using Smoothed Particle Hydrodynamics

Calum Devlin

An Investigation into an Assortment of Flocking Algorithms

Carlos Pérez López

Crowd Simulation based on Emergent Behaviours

Chaitanya Kapu

Procedural generation of Bridges and Tunnels

Chen-Yuan Hsu

Multiplexed Metropolis Light Transport

Chong Deng

HDRI and Image Based Lighting

Chris Leu

A Simple Pipeline for Denoising Renders with Neural Networks

Chris Priscott

3D Langrangian Fluid Solver using SPH approximations.

Christopher Rayner

Genetically Evolved Motion Controllers

Daria Kozlova

A User Friendly Hair Reflectance Model in Houdini

David Minor Fire Simulation System

Fire Simulation System

Deepak Mathur

Implementing a simple raytracer

Derik Gokstorp

Prototyping a Custom 3D Printing Slicer

Di Xiao Walking

Walking Penguin Crowd Simulation

Eduard Zell

Automatic rigging Tool for centipedes and millipedes

Emanuele Goffredo

Procedural destruction in Houdini

Erika Camilleri

Path Planning for Natural Phenomena

Esther de Jong

Thesis Simulating Snow with the Material Point Method Abstract This thesis discusses the research and development steps for the simulation of snow with the Material Point Method (MPM). In order to gain an understanding in the technique and mathematics the MPM was researched in detail.

Ewan Rice

OpenGL GPU Features and Fluid SPH

Fabio Turchet Implicit Skinning

Implicit Skinning

Federico Leone

Implicit Skinning

Finella Fan

Wave Simulation

Francesca Galluzzi

Cel-Shading with OSL in RenderMan21 for Maya

Frank Dumont

Crowd Simulation with Massive

George Rassovsky

Towards Realistic Hair Animation Using Discrete Elastic Rods

Georgi Hristov Beshovski

Pipeline Development for Winter Scenes and FX

Giles Penfold

Traversing Sparse Voxel Octrees

Han Wang Swarm

Swarm Intelligence simulating ant foraging behaviour

Honey Sharma

Soft Body Deformation Dynamics Based on Shape Matching

Ian Thompson

Wii Game

Ina M. Sorensen

Melting Simulation with the Material Point Method

Iona Vincent

Robust Point Membership For Polygonal Meshes

James Slowgrove

Implementing Flame using a Mass Spring System

Jedrik Eliasen Beat Tracking to Control Lighting

Beat Tracking to Control Lighting

Jennifer Moorehead

Thesis Smooth Particle Hydrodynamics Abstract This paper discusses the implementation of a fluid solver which implements a version of Smooth Particle Hydrodynamics approximations using the prediction relaxation scheme proposed by Clavet et al.