The VCG group comprises the teaching staff for our High Performance Graphics (HPG) courses at Leeds. This course is available as a 4 year course for undergraduates or a one year for postgraduates. During the degree our students spend a substantial period of time completing an individual project – this page collects some of the best past projects.
Separable Subsurface Scattering for Photo-realistic Real-Time Skin Rendering
Calum McManus, 2019 MSc project
This project involved implementing this technique using the modern Vulkan API (rather than DirectX/Direct3D) and combining it with an translucency/light transport algorithm to prove that efficient realistic run-time organic rendering is possible when using the modern tools available to game developers. The project pulls together important key elements of research from many different papers to produce the best results while keeping the solution scalable by applying it entirely in screen space. The end result runs in only 0.35 milliseconds per frame and is detailed enough to make it a perfect effect for first-person real-time scenarios. You can read more on Calum’s webpage.
A Virtual Reality Driving Simulator
George Burton, 2019 MSc project
A Virtual Reality (VR) driving game was developed using Unreal Engine 4 (UE4), on top of which a crowd simulator and procedural city generation system were developed. In the project we used Wang Tiles to generate a cityscape and road system, created natural crowd movement with Karamouzas2 crowd simulation model, and added driving simulator gameplay with pedestrian collision and scoring.
Massive Mesh Simplification
Ryan Carty, 2019 MSc project
This project takes huge environments as input (1-10 million triangles) and breaks them into
subsets for rendering. Various methods were researched for breaking a large scene into
hierarchical subsets alongside mesh simplification algorithms to reduce the triangle count of
a single mesh.
We explore the use of an octree data structure in order to speed up view frustum culling
within a three-dimensional scene. This approach greatly speeds up the time taken in
comparison to more traditional brute force methods. Through testing and evaluation of the
implemented solution were completed and potential improvements for the future are
Procedural Modelling of Urban Areas
Nikolay Slavev, 2019 BSc project
This project studies the rules applicable to architectural modelling and more specifically urban areas. Every such area poses a number of challenges encompassing population density, environmental influences, building aesthetics, and street transport modalities for which adequate planning is essential and requires data. Doing all of that manually leads to error-prone, costly and time-consuming development. Our goal here is to approach the of modelling cities procedurally as well as allowing users to make adjustments to the resulting model. This attempts to combine the benefits of both manual without the problems of automatic generation. In this way the clumsy manual modelling and the risk of fully relying on automatic generation would be reduced. Procedural modeling systems benefit industries in the field of geographic design, urban planning, game development and film production.
Gatling Games Engine
Joshua Crinall, George Loines, & Michael Nisbet, 2018 Group Project
Gatling is a custom game engine for the 3rd year group project. Like the majority of coursework for the HPG course it was written in C++ for desktop computers, as well as HTC Vive virtual reality headsets. The project aimed to create a detailed game engine with many cutting edge features including physically based sky rendering, microfacet-specular volumetric fog, procedural terrain generation, tessellated water rendering and a complete resource import pipeline.
The project won first prize for game technology at the 2018 Game Republic Student Showcase and won first prize for game technology.
Real-time Adversarial Gaming with a Robot in Virtual Reality
Brian Law, 2018 MSc project
Virtual reality (VR) combined with physical simulation is a powerful platform for the development of novel interactions between humans and robots. In this project we implement a ball throwing game with a virtual robot. The project utilises an Unreal Engine 4 instance and a URDF robot description which is connected to a HTC Vive head mounted display and handsets. This configuration allows the user’s motions to be applied to a virtual character which can interact with the robot in the virtual scene directly – in this case to play catch with a virtual robot.
Ryan Needham, 2018 MSc project
Preferred Shading is a rendering architecture based on work at Pixar in the 1980s to develop a rasterisation-based alternative to recursive ray tracing for the rapid offline generation of high-fidelity computer generated images. This projects implements Preferred Shading in the Vulkan graphics API, and is able to render realistic images interactively. Shading is performed in texture space before rasterisation occurs, hence why it is also referred to as Texture Space Lighting. Shading in this way also causes the entire surface of each object to be shaded, not just the visible parts, leading it to be known by some as Object Space Lighting.
Real-Time Point-Based Rendering, 2018 BSc project
Stavros Diolatzis, 2018
This project explores a point-based rendering approach to real time applications, such as virtual museums and video games. In comparison to polygon based rendering (above, right), point based rendering (above, left) promises increased performance and a reduced memory footprint at high resolutions. To achieve PBR at an interactive frame, we take advantage of modern rendering techniques such as programmable shader stages and multi-pass rendering. Finally we applied the renderer to a virtual museum and a video game engine.
Philip Nilsson and Khen Cruzat, 2018 BSc project
In this third year project, we developed a game which allowed the users to experiment with river flows over a hilly landscape. By using the controllers to manipulate the water flow, as well as the immersive VR environment to explore the consequences of each action, a playful interactive experience was created. The work involved solving graph problems to predict the water’s flow, as well as incorporating all the gameplay into the Unreal game engine.
Many thanks to all the students for their permission to publish their work.