Older projects

A fairly random handful of older projects, mostly physics simulation. I lost much of the material from back then a few years ago, so this is simply what was left.

Universe Sandbox

Universe Sandbox (2012 to 2023)

Lead physics developer for Giant Army LLC

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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Particle-based simulation of snow drifting in an Eulerian wind field

Particle-based simulation of snow drifting in an Eulerian wind field (2011)

A simulation of how wind piles up snow, for example around buildings or behind snow fences. The snow is modelled as a non-Newtonian fluid with SPH, the wind with the finite volume method, and the two affect each other. It runs on the GPU with CUDA.

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Action recognition in motion-capture data

Action recognition in motion-capture data (2010)

A system that compares new motion capture recordings with known motion templates, to recognise which action is being performed and how closely it matches. The idea was a virtual trainer that can guide someone towards doing an exercise or technique correctly, using a probabilistic approach.

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Smoothed Particle Hydrodynamics for astronomical model demonstration

Smoothed Particle Hydrodynamics for astronomical model demonstration (2010)

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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Parallel implementation of large scale crowd simulation

Parallel implementation of large scale crowd simulation (2009)

Real-time simulation of large crowds, such as a full evacuation of Parken Stadium with more than 40,000 people. The crowd is treated much like a fluid, so the cost depends on the size of the area rather than the number of people. It runs on the GPU with CUDA and reproduces known crowd behaviour such as lanes and vortices.

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Procedural planetary landscape rendered in real time

Procedural Planetary Landscapes with Continuous Level of Detail (2007)

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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