Archive | MSc RSS for this section

MSc Animation & Visual Effects Demo Reel

MSc Demo Reel

I recently finished (Sept 2014) the Masters course that I was doing in Bournemouth University at the National Centre for Computer Animation (NCCA), MSc Computer Animation and Visual Effects.

Read More…


Thesis: Cubical Marching Squares Implementation

A mesh extracted at with an adaptive resolution (between 4-256) using the partial implementation of the Cubical Marching Squares algorithm, implemented for my masters thesis.

A mesh extracted at with an adaptive resolution (between 4-256) using the partial implementation of the Cubical Marching Squares algorithm, implemented for my masters thesis.

The Code on Bitbucket

Cubical Marching Squares (CMS) (Ho et al. 2005) is an isosurface extraction algorithm proposed by a group of researchers from National Taiwan University, in 2005. It is of the “spatial sampling” type of isosurface extraction algorithms, and is based on Marching Cubes (MC)  (Lorensen and Cline 1987), however claims to deal with all the problems of original MC as well as others which arise with later algorithms.

For more information on this specific implementation, please refer to THE THESIS, which was written for the project. In which I describe the methodology of my implementation in great detail. Read More…

Houdini City Generator

Another project during the my masters was creating a Procedural City Generator as a Digital Asset in Houdini. The video above shows my go at the task. This was my first digital asset in Houdini, and is certainly not the most plausible city gen out there. But it was great fun as houdini is very robust, and thus very suitable for stuff like that. Read More…

Procedural Rock Piles into Contact

This is a video of the pipeline of using the command line tool that was developed, called ‘Mesh Rockture’, and also showing some basic  scenes at the end.

This is another programming project that we had. We were to choose any CGI technique and implement it. I chose a publication from 2009 Pacific Graphics Conference Proceedings called, “Procedural Generation of Rock Piles using Aperiodic Tiling”, by Peytavie, A., Galin, E., Merillou, S. and Grosjean, J. I found the idea of generating piles of rocks into contact in any shape, quite interesting. Their output was also quite impressive, it can be seen here. Read More…

Digital Glyph Representation and Rendering


This was from a module called ‘Personal Inquiry’, where we had to research a topic which is of interest to us. I chose ‘Digital Glyph Representation and Rendering’ as font rendering (which is a part of it) has always interested me. Read More…

L-Systems with C++ and OpenGL

‘L-System Visualiser’

One of our first programming projects was ASD (Animation Software Development). I chose to do an L-System (L stands for Lindenmayer). The program was written in C++ and OpenGL with the NGL library and Qt for the GUI. Read More…

Maya Still Image ‘Dynamism’

The final result.

“Eternity” | The final result.

One of our initial projects was creating a still image in Maya under the broad topic of ‘dynamism’. So you could basically do anything but an architectural render, I guess. The point was getting familiar with Maya and the other available packages. This was good for me as prior to that I didn’t have much experience with Maya, mainly Blender (which remains the best, greetings to the open src community).   Read More…

‘Solar Demise’ Video Game

The video is a bit low quality… the sound in the clip is also really bad as it had to be recorded using an aux to aux cable… (recordMyDesktop + RedHat ;( ) …anyway they are much better in the real game 

The game was created by a group of 5, as a 6 week group project. The project was supposed to be visually pleasing as only the visual side was assessed. We did our best to make it pleasing to the eye with various effects, however we didn’t neglect the gameplay and the game as a whole and managed to deliver a decent, and most importantly, finalised product. We created it from “scratch” in C++ with the help of SDL2.0 (sound and XBox Controller)  and NGL (OpenGL lib). Read More…

Realistic Rock with Lichen Shader in Renderman

The two demo scenes produced with the shader. (Left) "Dusk on Mars" (Right) "Tea in the Forest"

The two demo scenes produced with the shader.
 “Dusk on Mars”(Left) & “Tea in the Forest” (Right)


We had to write a RSL (Renderman Shading Language) shader for one of our assignments. The pictures you see are two simple scenes constructed in a RIB file, using the shader on different objects with different parameters, so that all it’s features can be demonstrated. Read More…