Student Projects

Here is a list of notable student projects from different courses and thesis works.

2017 – Fall

Procedural and Dynamic Meshes
Ott Adermann, Jaagup Kirme, Ergo Nigola
In this project the landscape is not only procedurally generated, but generates visibly and logically through time. You can watch how mountains emerge, trees and other plantlife grows and rivers flow from the mountains to form lakes. On grassy areas the trees will be lush, but in rocky mountainous areas the trees will be stunted and scraggy. In addition the project includes demos for several sculpting methods used in computer graphics.

Project page.

procedural-dynamic-meshes
Computer Graphics course project
Audio Visualizer with GPU Particles
Andres Nirk, Madis Janno, Heiti Ehrpais
Audio visualization is a very interesting application of computer graphics. In this project millions of GPU particles are used to visualize different shapes based on frequency analysis of audio. You can pick a song to visualize or use your microphone for audio input. There are 6 different visualization created. This beautiful project is implemented with JavaScript and runs in your browser.

Project page.
Live.

audio-visualization-with-gpu-particles
Computer Graphics course project
Minecraft Rip-Off
Sander Pärn, Markus Saarniit, Ott Saar
Procedural Minecraft-like world generation is a popular topic. What makes this project stand out is its use of low-level C++ and OpenGL programming. Different biomes are generated based on one layer of Perlin noise. The project also features a day-night cycle. Furthermore one can actually edit the voxel terrain and the changes are saved in a file. So you can build your own house in this project, just like in real Minecraft.

Project page.

minecraft-rip-off
Computer Graphics course project
Crazy Doom Dungeon
Marko Täht, Diana Algma
Mr. Täht and Ms. Algma created the Crazy Doom Dungeon game in the course of two semesters. First they created procedurally generated levels for their dungeon crawler game. In parallel they implemented basic gameplay mechanics for melee and ranged attacks. In the second semester they ported the game for mobile platforms, included an inventory with health potions and added gamepad support for the PC version.

Project page v2.
Project page v1.
Poster.

crazy-doom-dungeon
Computer Graphics Project
VR Stealth
Andreas Sepp
This project brings the stealth mechanics from the popular Hitman series into VR. Mr. Sepp has implemented several different weapons and stealth AI mechanics to give players a proper feel. You can teleport around and ambush guards in a high-security mansion. The game makes use of room-scale VR with Oculus Rift.

Project page.

vr-stealth
Computer Graphics Project

2017 – Spring

Reality: B
Kalle Ever
This awesome first-person puzzle games offers you not just one, but five different realities to explore. While portals have famously been used to travel between different locations in games, here Mr. Ever has created an interesting mechanic by having the portals be between the same location in different realities. There is about 1.5 hours of gameplay here to solve many different puzzles by using the rules and peculiarities in each reality: traps, missing walls, 0 gravity, slow time, moving platforms etc. The project was part of Kalle Ever’s BSc thesis and was improved in the Computer Graphics Project course.

Project page.
Poster.

reality-b
Computer Graphics Project
Vrena (Project Y)
Jens-Stefan Mikson
While Mr. Mikson started this project with an aim to create a spectacular looking star to be viewed in virtual reality, the project quickly grew into a multiplayer shooter game. The game features unique locomotion by ninja ropes and rocket jumps. It brings old Quake Arena style gameplay and aesthetics into the new VR platform. The working title Project Y was soon changed into Vrena, which nicely represents this action-packed multiplayer shooter game.

Project page.

vrena
Computer Graphics Project
Tribocalypse VR
Jens-Stefan Mikson
Mr. Mikson’s BSc thesis was about the design choices of the Tribocalypse VR game, which grew out of the Totem Games project. During about 1 year of development this project focused on research and implementation of game interaction mechanics in VR. In that time Mr. Mikson was the lead programmer and team manager for about 11 other game developers from APT GG who all contributed to this game. In the end the game included 3 distinct levels, 4 usable weapons and around 5 different types of enemies. The game is available on Steam since then. From the design analysis in Mr. Mikson’s BSc thesis, we also created the VR Game Development Guide for all VR game developers.

Thesis.
Steam page.

tribocalypse-vr
BSc thesis
sprv Raimond Tunnel

Tic Tac Toe Logic
Andreas Sepp
Mr. Sepp had previously created a very successful mobile puzzle game Logic Puzzle Kingdom. In this project he took one type of a logic puzzle based on Tic-Tac-Toe and created a new application solely around that. The project dealt with puzzle generation and different UI design choices suitable for a mobile game. A key aspect here was also to figure out how to keep players engaged in ever more complicated puzzles and provide a correct feeling of achievement upon completion of levels. The game is now available on Google Play.

Project page.
Google Play page.

tic-tac-toe-logic
Computer Graphics Project

2016 – Fall

Procedural Planetary Systems
Kalle Ever, Madis Kariler, Joosep Tenn
This simulation allows you to procedurally generate different planetary systems. The orbits and speeds are created to be physically correct, but you can scale them up via UI controls. There are different types of stars and celestial bodies, which all have their bases from actual astronomy. For example the planets with liquid water only appear in the generated star’s Goldilocks zone. Furthermore, this is all done in your web browser via JavaScript.

Project page.
Live.

procedural-planetary-systems
Computer Graphics course project
Post-Processing Filters with Gear VR
Lembit Valgma, Egils Avots, Rain Eric Haamer
Have you ever wondered how do color-blind people actually see the world? If you have a GearVR or Google Cardboard then this project allows you to experience just that. Students have implemented many different post-processing filters on a video feed from a Samsung smartphone’s camera. This result can then be experienced first-hand in VR with the corresponding device. In addition to color-blindness there are also your regular photo-manipulation filters like blur and edge detection. If you are looking for something really funky then try the custom filters created in this project like SinCity, Negative or Kaleidoscope.

Project page.

post-processing-filters
Computer Graphics course project
Complex Procedural Terrains
Jan Aare van Gent, Kerstin Äkke
Many procedural terrain generation algorithms just create a heightmap and then triangulate it. In this project a 3D function is created and the marching cubes algorithm is used to convert it into polygons. This allows for the creation of more complex shapes than just using 2D noise for a heightmap. For example in this project different caves, caverns and overhangs are procedurally generated. The project was made in Unreal Engine 4 with C++ programming.

Project page.
Poster.

complex-procedural-terrain
Computer Graphics course project
3D Dribbling Simulator
Anton Tšugunov, Richardas Keršis
Do you think dribbling a basketball is hard in real life? Wait until you try this game! The students created a neat new mechanic of dribbling a ball on a tight procedurally generated road. The whole game is built using directly the OpenGL API, the LWJGL library and the Java programming language.

Project page.

dribbling-simulator
Computer Graphics course project
Errors, Errors Everywhere!
Madis Vasser
In this VR project the environment changes when you move. Every action you take, makes the walls change color and location. The aim is to find out how people can solve tasks in an environment, which does not act like you would expect. So the players are given a goal to find 5 different objects inside an ever-changing maze and deliver them to a fixed location. This is all achieved without any teleportation and only uses the player’s own movement inside a room-scale VR area.

Project page.

dribbling-simulator
Computer Graphics Project
Ultimate Discgolf in Hyperspace
Tõnis Koppel, Aadam Kaivo
In this VR game you play discgolf. In space. The students researched and implemented different virtual reality mechanics for this sports game. The goal is to throw the disc to neighboring platforms in order to advance. You can only teleport to the disc itself. There is also a possibility to control the disc mid-flight. There are several different levels and a high-score. The students also create a level-editor, which they could use directly in VR and that made level creation a breeze.

Project page.
Poster.

ultimate-discgolf-in-hyperspace
Computer Game Development and Design course project

2016 – Spring

Procedural Land Generation
Andreas Sepp
During the Computer Graphics Project course, Mr Sepp created a part of his BSc thesis work on the topic of Procedural Land Generation. In this project an infinite Minecraft-like voxel terrain is generated and visualized. The landscape includes several biomes with different flora. The biomes are created via 2 layers of noise for rainfall and temperature. In addition to the biomes there are also water bodies in the landscape.

Project page.
Poster.

procedural-terrain-generation
Computer Graphics Project
Procedural City Generation
Kristjan Perli
During the Computer Graphics Project course, Mr Perli created a part of his BSc thesis work on the topic of Procedural City Generation. This project uses a relatively flat terrain to create a procedural city on. The first step is the generation of a road network, which includes primary and secondary roads. Next cycles from the road network are found and the area covered by them is divided into lots. Buildings are then generated and placed on the found lots. Depending on the distance from the city center, the buildings have a different type and size.

Project page.
Poster.

procedural-city-generation
Computer Graphics Project
Totem Games
Jaanus Jaggo
In this project Mr Jaggo created several different visual effects and features for the game project Totem Games. This project was made by a 9 to 11 member interdisciplinary team from APT GG. In the version Mr Jaggo was working on the idea was to create a multiplayer PC shooter game. In the end the game developed into a VR wave-shooter game called Tribocalypse VR, but that was another project lead by another student in the future. The visual effects and aesthetic style developed here by Jaanus Jaggo for Totem Games were a hallmark in the overall development process.

Project page.
Poster.

totem-games
Computer Graphics Project

2015

CGLearn
Raimond Tunnel, Jaanus Jaggo, Margus Luik
The learning environment CGLearn was initially created to incorporate the learning materials and support the course structure of a computer graphics course. The material is structured into modules, which include individual topics. Under each topic there are interactive JavaScript examples of computer graphics algorithms. The environment supports multiple submissions of homework tasks. It also collects students’ difficulty and time estimates and visualizes them for all the tasks. Each module also supports any number of flashcards for the students to learn the covered terms. Now the environment also holds materials for several other computer graphics and game development related courses.

Live for UT students.
Public live.
Poster.

cglearn
MSc thesis
sprv Konstantin Tretyakov, Anne Villems

2014

Kernel Density Estimation
Raimond Tunnel, Lauri Hämarik
Kernel density estimation is an algorithm for estimating a distribution based on a given data set. The estimation is done by summing together a number of smaller functions (called kernels) for each data point. The choice of a kernel and its width gives somewhat different looking distribution functions. There is also the Silverman’s approach for automatically finding the optimal width for a kernel. This application allows users pick one of 9 implemented kernel functions to show an estimated distribution of their data set.

Live.
Poster.

kernel-density-estimation
Data Mining course project
2D Nearest Neighbor Search
Raimond Tunnel, Anastassia Soikonen, Jordan Valdma
This interactive application visualizes spatial 2D nearest neighbor search algorithms. Users can add, modify, delete or generate a number of existing data points. Then the user can perform a search query and the application shows how many distance comparisons are done to find the nearest point to the query. There are 5 different algorithms used and visualized: a linear search, quadtree, K-D tree, RP tree and locality sensitive hashing.

Live.
Poster.

nearest-neighbour-search
Advanced Algorithmics course project