This is a random and incomplete selection of previous work. I lost much of the material from my personal projects a few years ago, so this page covers what little I have and some honourable mentions.
Mostly physics simulation, game prototypes, and embedded electronics.
Founder and developer
A flight instrument app for Android and iOS, with a web back end. Designed for paragliding, paramotoring, and ultralight aviation, it provides ground speed, altitude, wind calculations, navigation, and maps with airspace, flight hazards, and terrain.
Android iOS
Lead physics developer
Universe Sandbox is a space simulator that combines gravity, climate, collisions, and material interactions. Users can create and modify systems and observe how they evolve.
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A method for generating and rendering planetary landscapes in real time with little pre-generated data. Mesh optimisation runs separately from rendering, and components update at different rates across multiple processors. River paths are preprocessed before the terrain is rendered.
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We simulate snow drift formation influenced by complex wind fields. This can help predict drift formation near buildings or optimize snow fence placement. Snow is modeled as a non-Newtonian fluid using a rheological material model. The Smoothed Particle Hydrodynamics (SPH) method discretizes the snow flow. An Eulerian wind field is simulated using the Finite Volume Method. We developed an interaction model allowing snow and wind to influence each other. This helps assess how buildings alter wind patterns and cause unwanted snow accumulation. To our knowledge, SPH has not been used for snow drifting before. Our model has a stronger physical foundation than typical computer graphics simulations. The simulator runs on a GPU using CUDA for massive parallelism.
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Motion capture data is generally context less measurements of skeletal data taken at discrete time intervals. It is not linked with any understanding of what motions the data represent. In this project we aim to design an automated system which can compare new, previously unseen, motion capture data with existing known motion templates, and both classify the new data and compare it with the template. This will allow the system to act as a virtual trainer, guiding an individual to perform actions which best mimics the templates. The templates will in this situation be the target motion describing an exercise or technique. We present a probabilistic approach to motion capture action recognition, comparison and guidance to best emulate a template and show how this can give good estimates about the intent of a given action.
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Designing entrances and exits for stadiums, transit stations, and ships requires optimizing crowd flow through simulation. Police, military, and emergency responders also use virtual crowds for training. Existing crowd simulation tools are often not real-time and can be slow for large-scale scenarios. Parken Stadium holds over 40,000 people, making full-scale evacuation simulations computationally expensive. Real-time performance is essential for interactive virtual training. To enable real-time large-scale simulations, we implement a crowd behavior model using CUDA for parallel processing. Accuracy is assessed by comparing results with known crowd behaviors like lane formation and vortices. Our approach links fluid simulation principles to human crowd dynamics. The method achieves efficiency by making time complexity dependent on domain size rather than agent count.
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A project exploring Smoothed Particle Hydrodynamics (SPH) for teaching introductory astronomy. The aim was to build models of astronomical phenomena, compare them with observations, and let users change parameters and see the effects in real time.
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Worked on the physics side of the in-house game engine 'Glacier'. At the time being used for development of Hitman as well as Kane & Lynch
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Designed and implemented a remotely operated graphics engine for configurable on-screen graphics and video output. It has been used on a number of game shows, on both DR and TV2 and TV3. For example the live shows at the danish x-factor, "Hvad så, Danmark?", 1 mod 100, Magi i luften etc.
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A custom design and implementation of a differential data compression scheme commissioned by a webhotel.
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