Student Projects

  
Projects, Master Theses, Papers and other works done by graduate students affiliated with The Image group at DIKU (the department of Computer Science at the University of Copenhagen).
  

Computer Graphics and Animation

  
  
  
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Jens Peter Rosenkvist and Kevin Hejn:Headtracking using a Wiimote. April 2008

Graduate Project: By using the infrared camera on the Wiimote combined with infrared light emitting diodes positioned on the head of the user, we achieve the effect that the content visible on the monitor adapts to the position of the head relative to the monitor. Thereby we achieve the same effect as when looking through a window. See supplementary material and a movie
  
  
  
  
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Morten Mikkelsen:Simulation of Wrinkled Surfaces Revisited. April 2008

Master Thesis: In this thesis, the work on simulation of wrinkled surfaces by Jim Blinn is revisited. The Approximations by Blinn is analyzed. Further a correct method for parameterization of triangular meshes is developed and normal and bump mapping is presented in a unifying manner.
  
  
  
  
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Martin Parm:Implementing an Efficient Geometry Dispatcher in OpenTissue. March 2008

Graduate Project: In programming we some times need to choose between several implementations of the same functionality based on the run-time types of several arguments. This is called Dynamic Multiple Dispatch. In this project I have explored two methods for approximating dynamic multiple dispatch in C++ and I have compared their flexibility, limits and performance. See Supplementary Material.
  
  
  
  
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René Truelsen and Morten Bonding:Visualizing procedurally generated trees in real time using multiple levels of detail. January 2008

Graduate Project: Simulating and rendering vegetation growth. Our aim is to construct a skeleton based system for growing plants and trees and utilizing ik solvers for animating the vegetation. By using sliced volume rendering we hope to obtain an efficient visualization. See home page
  
  
  
  
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Morten Engell-Nørregård:Inverse Kinematics The State of the Art. December 2007

Graduate Project: Three common methods used in inverse kinematics computation have been chosen as subject for closer inspection. The three methods are described in some detail. An analysis is performed where the three methods are compared, and benchmarked against each other. Source code developed for this project includes the CCD method , improvements on the BFGS method and Jacobian inverse method.
  
  
  
  
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Mikkel Adamsen:Rerendering. October 2007

Graduate Project: A rerendering engine is implemented using the technique of deferred shading. Watch showcase movie.
  
  
  
  
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Frederik Gottlieb:Distance Mesh. June 2007

Graduate Project: A code contribution to the OpenTissue library is presented. This paper describes both the algorithm and implementation details towards OpenTissue, where the primary focus is on library development. A simple demonstration program has been devised, to suggest that the implementation works as expected and highlight any difficulties using the developed library code.
  
  
  
  
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Rene Truelsen:Real-time Shallow Water Simulation and Environment Mapping and Clouds. April 2007

Graduate Project: This paper focus on how to render a real-time sky/environment and water simulation using the GPU, The following topics are covered in this paper: An inexpensive shallow water simulation using bump mapping and uv displacement, Discussion of skydome vs. skyplane vs. skybox., Multi-layered clouds, and An inexpensive model for representing atmospheric light scattering.
  
  
  
  
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Morten Mikkelsen:Separating Plane Perspective Shadow Mapping. Marts 2007

Graduate Project: This paper proposes a real-time hybrid solution between standard shadow mapping and any of the current perspective shadow mapping based methods. Existing methods are known to have undersampling problems. At little extra cost we combine two methods to minimize undersampling errors.
  
  
  
  
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Kasper Amstrup Andersen:Spherical Blend Skinning on GPU. Marts 2007

Graduate Project: In this paper, we propose a method that enables spherical blend skinning to run on a GPU with performance comparable to GPU implementations of linear blend skinning, making spherical blend skinning a possible choice for many real-time applications such as computer games.
  
  
  
  
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Jesper Damkjær:Stackless BVH Collision Detection for Physical Simulation. Marts 2007

Graduate Project: This paper proposes a new algorithm for doing collision detection between two BVHs without using a queue or a stack. This is useful for doing e.g. collision detection on a Graphics Processing Unit (GPU).
  
  
  
  
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Kristine Slot:Motion Blending. February 2007

Graduate Project: This project makes a generic approach for blending two motions. We use timewarping to automatically determine the timing between the two motions and apply alignment of the motion to control the orientation of the result motion. The goal of this project is to make a change between two motions seem as realistic as possible and doing so without any work from an animator.
  
  
  
  
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Henrik Kofod:Implementation of the Finite Volume Method with diagonalization. February 2007

Graduate Project: An implementation of the Finite Volume Method with diagonalization (FVM) for physics based animation of deformable objects is outlined. The properties of FVM method are explored and compared with the finite element method using stiffness warping.
  
  
  
  
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Stefan Glimberg and Morten Engel:Comparison of Ragdoll Methods. January 2007

Bachelor Project: In this paper we concentrate on the simulation of ragdolls used to animate dead bodies. A ragdoll is a procedural animation of a 'dead' articulated body, typically used to make falling bodies look real. The hardware in modern computers makes it possible to do physics-based computations. In this paper we analyze, implement and compare two different ragdoll methods.
  
  
  
  
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Andre Tischer Poulsen:Semantic Memory Algorithm. August 2006

Master's thesis
  
  
  
  
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Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006

In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes.
  
  
  
  
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Klaus Kartou and Thomas Jørgensen:Højdynamisk Lys I Spil Ved Brug Af Programmerbare Grafikkort. 2006

The visual realism in computer games have recently been increased by adding high-dynamic range lighting effects. In this project the teory and technical details of immplementation such effects in computer games is outlined, implemented and tested. In excess we will add other visual effects such as glow etc..
  
  
  
  
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Jack N. Jørgensen:Kontinuerligt Kollisionsdetektering. 2006

In this work we discuss previous methods on continous collision detection of rigid bodies. We will use interval arithmetic and hierarchies of oriented bounding boxes to represent the geometry and motion of the rigid bodies. We will also provide detailed account for performance and implementation issues.
  
  
  
  
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Otto I. M. Kirk:Study of a Game Engine for the Nintendo Game Boy Advance. 2006

Have you ever wanted to explore the secret world of game consoles? This report is all about making a game engine for the handheld game console Game Boy Advance. With this game engine, it is possible to make simple games, such as Space Invaders, in a matter of hours; a task that would otherwise take days or weeks.
  
  
  
  
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Micky Kelager:Lagrangian Fluid Dynamics Using Smoothed Particle Hydrodynamics. 2006

Interactive fluid dynamics is of interest in real-time applications, such as computer games or virtual surgery simulators. We have implemented a stable particle-based approach to solve the motion of interactive fluids. With focus on the simulation part we provide a thorough insight of the mathematical theory of particle-based fluids.
  
  
  
  
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Kasper A. Andersen and Christian Bay:Effects for a Game Engine. 2006

Our approach introduces an in¯nitely large landscape with constant framerate and no stalls at runtime. With more computational power, more resources will be used for dynamic lightning, and natural effects like water. We present simple and fast shader approaches for both of these effects.
  
  
  
  
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Jonas Drewsen:Generering af planter ved hjælp af omgivelsesfølsomme L-systemer. February 2006

Master's Thesis
  
  
  
  
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Jakob Holck:Dynamisk simulering af artikulerede stive legemer. 2005

In this Master thesis we present the theory of impluse-bsed simulation of rigid bodies and extend this paradigm with a novel method for handling joint limits. We show that the new method can be used for interactive applications such as computer games.
  
  
  
  
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Micky Kelager and Anders Fleron:Area and Volume Restoration in Elastically Deformable Solids. 2004

The classical energy-based model to simulate elastically deformable solids lacks the ability to prevent the collapsing of solids under influence of external forces. A thorough explanation is given for the origins of instabilities, and extensions that solve the issues are proposed to the physical model. The improved model is suitable for interactive simulation.
  
  
  
  
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Niels Boldt:A Paradigm for Simulating Rigid, Deformable and Liquid Bodies. 2004

In this Master thesis, we present a particle based method to simulate rigid-, deformable- and liquid-bodies together. We present physical models for the mentioned bodies, that can interact through forces or projections. Using forces our method resembles a penalty based simulator, while it resembles a constraint based simulator, when projections are used to model interactions.
  
  
  
  
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Niels Boldt:Simulation of Liquid, Deformable and Rigid Bodies. 2004

Realistic interaction between rigid-, deformable- and liquid-bodies can add an substantial realism in interactive applications. We propose a particle based method. Compared to previous methods our method uses the same geometrical representation for all objects which makes collision detection and interaction particular simple.
  
  
  
  
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Marinus Rørbech:Real-time Simulation of Smoke using Graphics Hardware. 2004

We implement a 3D fluid solver. The solver is implemented in fragment shaders running entirely on the Graphic Processing Unit (GPU) of a modern graphics card. We present a simple visualization approach for rendering high-quality smoke animations in real-time. Finally, to handle interaction between fluid and stationary objects, we present a simple method for setting boundary conditions.
  
  
  
  
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Marinus Rørbech:Real-time Simulation of 3D-Fluid using Graphics Hardware. 2004

In this Master thesis we focus on real-ime simulation of 3D fluid using graphics hardware.
  
  
  
  
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Jonas Meyer and Niels Boldt:Self-intersections with Cullide. 2004

We present an image-space technique for detecting intersections and self-intersections among multiple moving and deforming objects. No preprocessing is needed and the shape of the objects are unconstrained and can be an arbitrarily polygon soup. Compared to other algorithms running on graphics hardware the algorithm make modest use of bandwidth between the CPU and GPU.
  
  
  
  
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Micky Kelager and Anders Fleron:Implementation of Deformable Objects. 2004

We have successfully implemented the method of elastically deformable models presented by Terzopoulos et al. in 1987. Our implementation runs interactively, even with high particle concentrations. The implementation is compared against a fast relaxation based particle system, and not only exhibits a more realistic behavior of deformation, but also makes a tough competitor regarding performance.
  
  
  
  
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Jens Egeblad, Michael Gram Haagensen, and Marinus Rørbech:En adaptiv model til animering af væsker. November 2002

Student Project
  
  
  
  
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Erik B. Dam and Martin Koch and Martin Lillholm:Quaternions, Interpolation and Animation. 1998

The main topics of this technical report are quaternions, their mathematical properties and how they can be used to rotate objects. We introduce quaternion mathematics and discuss why quaternions are a better choice for implementing rotations than the well-known matrix implementations. We then treat different methods for interpolation between series of rotations.
  
  
  
  
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Theo Engell-Nielsen and Søren Traunter Madsen:Modelling, Animation, and Visualisation of Fire. 1999

The art of reproducing natural phenomena in computer graphics is said to be among the most difficult. The complexities of the phenomena take us to the boundaries of human cognition, computational complexity and computer memory usage. Fire is one of these phenomena, and perhaps one of the most difficult to grasp and therefore very hard to visualize.