MSc CAVE Project

Aslan Saparov

This thesis report documents the terrain generation, the research on different methods and techniques possible to generate a terrain as well as the implementation of it in this project.

Jacob Worgan

Fluid simulation is a well studied and important aspect of computer graphics, and with increasing hardware power they are becoming more common in interactive applications. This thesis focusses on exploring the idea of how these fluid simulations can be used in the context of player interaction, and the novel gameplay that can arise from the increasing usage of these simulated elements.

Matthew Stanton

A tool for Maya which can be loaded as a plugin and allows for the easy creation of jhumkas in Maya.

Nithish Kumar Etikala

Implementation of Thin Sheet Preservation Techniques in Houdini

Rina Fumoto

This project combines Material Point Method with J-integral to calculate crack tip parameters which are used to determine the crack propagation. This is implemented as a custom solver in Houdini and the solver is used to create a Houdini Digital Asset. The developed asset provides a user to simulate a reasonable crack propagation with some user controls.

Tang Yeh

This project creates shadow effects with Houdini Digital Assets (HDA). The aim is to generate shadow geometries on given models and eventually consume it entirely. Shadow geometries are created by the first HDA, users could select different patterns and manipulate the parameters to create a variety of looks. The second HDA generates particles that create the consuming effect on the given model and swirl decomposing effects after consumption.

Yiyang Huang

This project aimed to build a artist-friendly tool which could edit details of toon shading.

Alex Christo

A realtime procedural creature generation system built in Unity. The aim was to create a more open ended generation system than had existed previously. A base body is created using free form deformation, it is rigged and skinned automatically. Limbs are then attached to create one of three creature types swimming, flying or walking. Animations are all driven procedurally and adapt to the creature generated.

Alexandra Kim Bui

This work demonstrates the usage of voronoi fracture extrusions for creating a procedural city blocks. The user is able to control 4 stages of the creation the flora such as trees, bushes, waters like rivers), buildings (city centre, residential area, administrative buildings) and roads with pathways.

Dmitrii Shevchenko

This project presents a modular rigging pipeline that enables user to create rigs using either Python API directly or via node-based interface. The system aims to be extensible, allowing rigger to add new custom rig components or extend already existing ones. In order to be tool-oriented this pipeline utilizes metadata concept and component to Python class bindings which leads to consistent functionality for any additional tools.