MSc CAVE Project

Emergent Behaviour Programming Language

Jon MAcey's MSc Thesis on emergent behaviour.

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Production Friendly Character Skinning

Paper on Production Friendly Character Skinning

Daria Tolmacheva

Houdini Digital Asset which generates lineart based on the given geometry and camera as well as artist's input.

Jack Purkiss

A set of pipeline tools to assist in a workflow between Maya and Unreal Engine.

Marilyne Bassoulou

This project focuses on designing and implementing an interactive shader editor that can be used by developers and artists. The goal is to present a tool that supports users in compiling and manipulating shaders, with the added benefit of real-time visual feedback.

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Rahul Chandra

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

Vanessa Stotz

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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.

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.