Houdini

Kirdana Sairathan

This project documents the procedural simulation of rotting and decay, which is a natural phenomime many have seen. It can be simulated to add realism to a scene. Several papers relating to this topic have been discussed, highlighting some of the commonly used techniques. A custom-made solver was developed in Houdini18.5 using the Pyro Sop Solver and predominantly the VEX Wrangles and VOP networks to simulate this process. This report outlines the framework to create a rotting simulation of several fruits; apple, banana and orange. This digital asset will allow the user to input their modelled fruit and set various parameters to create the desired rotting effect they wish. Further development is required to add further realism into the simulation

Caoimhe McCarthy

This pproject demonstrates the generation of a Houdini Digital Asset for ivy growth. This procedural tool can generate a variety of different scenes based on user defined parameter values. The ivy is generated using a sort of particle based method first introduced in 1985 by Reeves and Blau (1985). Using this as the basis for the growth algorithm, the HDA also simulates external tropisms such as gravitropism and phototropism. Along with the ability to automatically generate ivy, this tool allows the user the more stylistic approach of drawing ivy directly onto the environment geometry. This highly art-directable procedural tool demonstrates an easy way to generate climbing ivy.

Han Dance

A custom MPM solver created in Houdini using mostly VEX and gas microsolver nodes. The ten step process presented in 'A material point method for snow simulation' is implemented. A tool to create custom snow scenes in Houdini using the solver is also provided.

Ioannis Ioannidis

Fluid Implicit Particle Fluid Solver using OpenMP directives

Ahmad Ghourab

A Fluid Implicit Particle Approach to a Pyro Solver in Houdini

Alexis Agrotis

Thesis A Fluid Implicit Particle (FLIP) Sovler Built in Houdini Abstract The following thesis presents the research and implementation of a Fluid Implicit Particle (FLUID). A literature review is included in order to highlight the most commonly used techniques for simulating fluids in the Visual Effects and Computer Graphics industries as well as critically analyse and compare them.

Andy Abgottspon

Procedural modelling in Houdini based on Function Representation

Ashley Morrison

Audio driven games

Chaitanya Kapu

Procedural generation of Bridges and Tunnels

Chris Priscott

3D Langrangian Fluid Solver using SPH approximations.