You are cordially invited to attend the midterm master project presentations on Friday, 19 March starting 14:30. The session will be on Zoom (meeting detail available on request).
The session on 19 March features the three speakers listed below and will take about 1.5 hours.
Speaker 1: Wouter Raateland
Title: Interactive Wildfire Simulation in Mesoscale Plant Ecosystems
Abstract: Every year, more and larger wildfires occur. Simulations are used to study and predict the behavior of wildfires. Existing simulations at mesoscale lack detail. This work builds a detailed wildfire simulation at mesoscale on top of an existing ecosystem simulation. We implemented a fast numerical model for wood pyrolysis, and a GPU accelerated fluid simulation on an adaptive grid. This simulation can be used to study the effect of different plant distributions and soil and weather conditions on the behavior of wildfires.
Speaker 2: Pieter Kools
Title: Physics-based model for point-based sail reconstruction
Abstract: The Sailing Innovation Centre has been doing research into developing more optimal sail shapes for their sailing boats. Using models to simulate sail shapes, predictions can be made on what the shape of the sail is expected to be under certain conditions. An important step in this research is to measure how well the real life sail shape matches the expected sail shape from their model. In this thesis we propose a physics-based method to reconstruct a sail configuration from a known (possibly flexible) sail shape and a set of measured points on a real-life sail. We will also investigate the impact of the amount of points measured and their positions on the reconstruction result.
Speaker 3: Max Lopes Cunha
Title: Reduced Projective Skinning for real-time deformable characters
Abstract: Character skinning is the art and science of expressing the vertex displacements when a character takes a particular pose. Projective Skinning is a method capable of producing dynamic tissue motion and resolve (self-)collisions in real-time, which we can speed up further by formulating the physics simulation in a reduced space. In this work, we investigate how these subspaces can be derived from data and how to use them to add real-time skin deformation to humanoid characters.