instructor: Andrei Jalba (MF 4.063, aDOTcDOTjalbaATtueDOTnl)
task | day | date | place | student deliverable |
Assignment choice | Tuesday | 02/02 | see owinfo | - |
Proposal submission | Thursday | 11/02, before 13h | peach | assignment proposal |
Evaluation of proposals | Tuesday | 16/02 | peach | - |
Submission I | Tuesday | 01/03, before 13h | peach | report: concept, v1 |
Presentation day I | Thursday | 03/03 | see owinfo | presentation + demo |
Submission II | Thursday | 17/03, before 24h | peach | report: complete, v2 |
Presentation day II | Tuesday | 22/03 | see owinfo | presentation + demo |
Review | Thursday | 24/03 | peach | - |
Demo day | Thursday | 31/03 | see owinfo | full demo in a market setting |
Submission III | Tuesday | 12/04, before 24h | peach | report: final, v3; all other final deliverables |
Remarks
1. In the column "day", bold font is used to indicate meeting days; participation is mandatory.
2. Deliverables are handed in via Peach, so it is essential to enroll and be part of a group in Peach.
3. Feedback on the concept report will be given either in/after the presentation + demo day, or via Peach.
This project is aimed at improving the practical skills in creating computer graphics and visualization applications. Programming language and environment are at the choice of the student.
Procedure:
The proposal (as well as all other reports, see below) should be handed-in via Peach and it should be in pdf format. If Peach does not allow you to upload the pdf file, enclose it in a zip archive before uploading it. The instructor will provide feedback about your proposal via Peach. Typically, responses are suggestions for addition or removal of functionality or changes in planning.
The report should contain the following elements.
⊕ Braitenberg vehicles
Build an interactive educational virtual environments in which
Braitenberg vehicles may live and do their thing.
The educational part of this assignment should be that with interaction
with the vehicles and environment, the working
of the Braitenberg vehicles can be clearly illustrated. Furthermore, the
end result should show superb 3D-modelling, rendering and interaction.
Additional information
⊕ Interactive display method for digital photographs
Build an interactive environment for displaying collections of
photographs, using different arrangements. Various requirements for photo arrangements should be flexibly replaced
or added through the interaction and the results should be dynamically displayed.
Additional information
⊕ Ant colony optimization for path planning
In the natural world, ants initially wander randomly, and upon finding food return to their colony while laying down pheromone trails. If other ants find such a path, they do not keep traveling at random, but instead follow the trail, returning and reinforcing it if they eventually find food. The idea of the ant-colony algorithm is to mimic this behavior with "simulated ants" walking around the graph representing the problem to solve.
Build an interactive simulation environment based on the ant-colony algorithm applied to path planning for e.g. robot navigation. Given an input environment (e.g. a building floor, a map of buildings within a city, a floor/maze plan, etc.) and certain goal/target positions (e.g. exit locations), your simulator should use the ant-colony algorithm to compute "optimal paths" towards the goals. Your simulator should allow the visualization of the "ants", algorithm state, progress, etc. and allow interactive manipulation of the goal positions.
Additional information
⊕ House of cards clip
For the song 'house of cards' of the band Radiohead a 3D point cloud was generated (see links below).
Create a clip for this song given this data. The emphasis of this assignment should be on manipulation of point clouds:
e.g. surface reconstruction, shading, denoising, etcetera.
⊕ procedural city modelling
Creation of environments for games is a laborious task. A way to simplify this task is by automatic generation
of environments using parameterized procedures. For this assignment you are asked to,
fully automatically and in a higly parameterizable way,
generate a large city plan and fill that in with buildings, parks, bridges, traffic signs, etcetera.
To increase level of realism and at the same time reduce the size of the model the generation of textures is highly advisable.
Some additional requirements for this assignment could be: on demand city generation, walkthrough animation, height map/landscape generation, high level parameterization (Roman buildings, Chinese town, Gaudi style, ...). Proposals that make good use of a city map, and other real data, statistics, or maps are preferred. Additional information: |
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⊕ hair simulation
See here.
⊕ position-based fluid simulation
See here.
⊕ object/shape recognition from silhouettes
See here.
⊕ virtual creatures
See here.