MSc CAVE Project

Parker Britt

A Node-Based Parametric modelling Framework for Digital Content Creation

Rahul Chandra

Creating dynamic and responsive parkour movements in Unreal Engine using procedural animation techniques.

Robin van den Eerenbeemd

The Bes Editor is a Maya Autodesk plugin designed to improve your Maya workflow. The Bes Editor will allow for you to easily save and edit scripts and create templates for your rigs or other needs straight in the editor. It also makes sure everything you leave in the Editor is saved when you exit Maya, has splitscreen and syntax highlights your output. Easily rename your files or tabs and dock the plugin easily into your Maya.

Siddhant Sawkar

The VFX Time Tracker is a client-server application designed to provide a robust and accurate time tracking solution for artists in a visual effects pipeline. It addresses the limitations of generic time trackers by offering deep integration into core Digital Content Creation (DCC) applications, ensuring that time is logged automatically and accurately.

Vanessa Stotz

Stuff

Will Harries

The development of a Houdini Digital Asset for generating timelapse-like animations for the construction of a piece of geometry.

Albert Jian Sheng Tan Mulligan

This project presents an alteration to an already existing method presented for generating crack patterns on surface meshes. This original method creates identifiably realistic crack patterns

Gabriela Almeida

This research critically examines the application of path tracing in rendering, with an emphasis on volume rendering.

Shubham Prabhakar

The choice of a rendering engine significantly impacts the final visual result in the constantly changing world of 3D graphics and animation. Each rendering engine's distinctive features, strengths, and subtleties influence the unique look and feel of produced scenes. However, for 3D artists and content producers, the intrinsic diversity of rendering systems poses a significant obstacle. Maintaining the integrity of the original scene when switching between render engines flawlessly has become increasingly urgent. This thesis offers an innovative Autodesk Maya conversion tool that successfully addresses the issue. This adaptable approach makes converting scenes between supported render engines rapid and straightforward. The combination of cutting-edge technology, a simple user interface, and extensive dictionary files that codify the subtleties of rendering engine properties forms the basis of the application. This technology is an essential part of the toolbox of today's 3D content creators since it enables quick and accurate conversions while empowering artists to make fine tweaks after conversion.

Yuqian(Ashley) He

This project presents an innovative approach for transferring mesh and skeleton data from Maya to Houdini using the Universal Scene Description (USD) format, providing a supplementary method to the traditional FBX and ABC data transfer processes. Initially, two plugins were developed using the C++ Maya API, designed to extract mesh and skeleton information from Maya. This data was then converted with the USD API and exported in a USD format. For importing this data into Houdini, two additional plugins were developed utilizing C++ Houdini Development Kit (HDK), converting the USD data into a format that Houdini can recognize and display. In essence, this project explores an alternative avenue for data exchange between Maya and Houdini, contributing to the diversification of data transfer methodologies in the 3D animation industry.