Find out more about our students projects, in their own words.View Student Projects
Project Name: Comparing CPU Optimised and GPU Optimised Physics Engines
Student: Nathan Newberry
For my project I looked at the improvements that could be found if a physics engine was developed for the GPU. For this, two physics engines were developed: one for the CPU using C++ and another for the GPU using Nvidia’s Compute Unified Device Architecture (CUDA). Video game developers prefer speed and stability over accuracy to realistic physical behaviours, so the physics engines were tested in these areas by measuring the update time, the variance in update time, and observing the motion of the objects within the simulation under different scenarios. After testing it was found that the GPU engine ran much faster than the CPU engine, and it was also more stable with a lower variance.
Project Name: Automated Kit Assembly Rectification Cell
Student: Samuel Shore
The aim of the project was to develop an autonomous solution to rejected kits from a fully automated assembly line. The rejected kits are analysed for missing components, replenished and finally rechecked, all providing a 5% overall cost improvement over the existing manual operation.
Project Name: Designing and manufacturing a 'GVA' Tactical Command Station.
Student: Alex Kay
This product is a 'Generic Vehicle Architecture' compliant tactical command station for use in military vehicles such as the Foxhound armored patrol vehicle.
Project Name: SVG Based Rapid City Prototyping
Student: Jamie Abraham
A plugin tool used to help artists quickly generate cities based on an initial digital sketch. This plugin aims to save time in the early stages of design and the creative exploration of ideas by quickly building a prototype version of a city. This prototype is generated in 3DS Max where it can easily be refined and built upon. This tool starts by parsing the XML structure of the SVG to expose the variables of an image file, then getting those variables into 3DS Max via a utility plugin. Once in Max a script handles the UI and generation of geometry to create the final image of a city. Different elements in the SVG are interpreted into different parts of the city, for instance lines are translated into roads and polygons are translated into building lots. This process will help to save time and money in the creation of urban environments for productions such as games film, animation and virtual tourism.
Project Name: The Effective Use of Landmarks as Navigational Support in Modern Gaming’s Virtual Environments
Student: Rory Ayres
With gaming environments becoming ever more open & expansive, the need to guide players from one location to another to tell a narrative increases. By looking at the fundamentals of human navigation and implementing findings, along with guidelines already established into a virtual environment, the player can be guided along a path, without being forced. Two Virtual Environments were created using the Unreal Development Kit. Both environments were identical except for one feature. One of the environments contained navigational support, and the other did not. Test participants were asked to retrace a route in the environment which was shown to them in reverse. The participants were split into two, one half were given the navigational support to aid them, and one half were not. Participants were timed during retracing so that performance could be measured and compared. Additionally, demographic data of test participants was collected to ensure the results were fairly analysed. This data included a participant's gender, age and comfort levels within virtual environments, as each of these had the potential to affect performance.
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Recap - FoDI 2013
Every year, the festival showcases the designs, models and prototypes created by our students as their final year project.View Gallery