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.
Battle System Using Massive
Deluany Tetrahedralization and its dual Voronoi diagrams
Art-directing procedural vegetation in Houdini using a space colonization algorithm
A Practical Investigation of RenderMan RIS API
Continuous signed distance field representation of a polygonal mesh
Applying aggregation over 3D surfaces
Towards Realistic Hair Animation Using Discrete Elastic Rods
The Simulation of Fluids Newtonian and Non-Newtonian Fluid Simulator based on Smoothed Particle Hydrodynamics approaches
Realtime volume rendering for scientific visualization
2D Fluid Solver for Houdini
Weathering System in Houdini
Dynamic Animation and Re-Modelling of L-Systems
Eulerian Smoke Simulation on the GPU
Spherical Harmonic Lighting
Procedural Terrain Generation using a Level of Detail system and Stereoscopic Visualization
Controlling Fluid Simulations with Custom Fields in Houdini
Intuitive and fast simulation for soft and viscous substances
Using SIMD through Intels SPMD Program Compiler
Procedural City Generator
Simulation of Wet Sand in Maya
Multi-agent System with Artificial Intelligence
An Investigation into the Viability of a Nonlinear Anisotropic Cloth Model for Simulation
Lagrangian Liquid Simulation using SPH
Spherical Harmonic based Lighting
Cost Effective Method for Sports Visualization and Statistics Generation using Microsoft Kinect
A Procedural approach the generating Guide Curves
Multi Agent System with Artificial Intelligence
Methods of Ocean Simulation
On Physically Based Hair Rendering
Weapon Effects Creation Pipeline Using Houdini and Unreal Engine 4