Real Time Simulation of Game Character Clothing
Procedural Forest Generation with L-System Instancing
Eulerian Smoke Simulation
Fluid Simulation using Smoothed Particle Hydrodynamics
An Investigation into an Assortment of Flocking Algorithms
Crowd Simulation based on Emergent Behaviours
Procedural generation of Bridges and Tunnels
Multiplexed Metropolis Light Transport
HDRI and Image Based Lighting