Procedural modeling of urban environments
The cost of producing computer graphics content for the game and film industries is rapidly increasing, due to the continuous advances in hardware performance. One way to address this is by making use of procedural modeling.
This project is focusing on producing appealing models of buildings, depending on a minimum of user-inputs, by using a procedural technique known as shape grammars. Shape grammars have shown to be a powerful tool, and are utilized in the game industry. The project centers on the problem of raising roof with a variety of architectural styles, based on input from GIS databases, shape grammars or the like.
Contact: , Niels Jørgen Christensen
Date: 16/3-2010
Radiative transfer in reflection nebulae
The primary goals of the project are to generate a radiative transfer solution of a defined or generated reflection nebula environment, or more generally heterogenous medium, and to visualize the results in real-time using volumetric raytracing techniques on the GPU. The radiative transfer solution will be done using volume photon mapping techniques with the aid of NVidia's high performance computing library for the GPU, CUDA.
Contact: , Jeppe Revall Frisvad, Allan Hornstrup
Date: 16/3-2010