If you can not come up with your own topic, here is a list from us.
- Advanced Computer Graphics Learning Materials
- CGLearn Improvements
- DeltaVR Expo Flow Improvement (taken)
- Plugin for Godot
- Lightmap Blending for Godot Engine
- Vectorization Tool with Gradients (taken)
- Material Mapping for Grammar Editor Tool
- Procedural Generation of Gas Giants (taken)
- Delta TV Art Exhibit (taken)
- Video Game
- XR (AR/VR) Functionality for a Product Configurator Tool (Wenture)
- Establishing a Workflow for Parametric Unity Models Based on 3D BIM Components (Wenture)
- 2D DXF Product Drawings Export Tool (Wenture)
- MediqVR Healthcare App Port to Meta Quest 3
- Passthrough Camera Effects on Meta Quest 3
- Mixed Reality Game for Delta on Meta Quest 3
Be sure to check out our New Supervisee Form when considering doing your thesis with us!
Advanced Computer Graphics Learning Materials
Supervisor(s): Raimond Tunnel
Contact: raimond.tunnel@ut.ee
Degree: MSc
Tools: CGLearn
The Computer Graphics course has been popular for many years. While it teaches the fundamentals, it is also missing many important topics. We plan to create a continuation course Advanced Computer Graphics. This thesis consists of the creation and conduction of parts of that course. This means teaching and writing learning materials on topics like meshing, procedural generation, post-processing effects, and anti-aliasing. The course would be conducted in the Spring semester.
Keywords: Computer graphics, learning materials, advanced rendering techniques.
CGLearn Improvements
Supervisor(s): Raimond Tunnel
Contact: raimond.tunnel@ut.ee
Degree: MSc
Tools: PHP, Laravel, JavaScript, jQuery, Bootstrap, Require.js, Doctrine, DQL, HTML, CSS, Ubuntu, Apache
The development of the CGLearn learning environment started more than 10 years ago and a part of Raimond Tunnel’s Master’s thesis. The environment is used for a number of the CGVR Study Lab’s courses, thesis supervision, the lab’s admin panel, and more. There are many areas of CGLearn that would need improvements. For example, the Require.js JavaScript module loader does not always load the modules in the desired order. The front-end does not work well on mobile and the CSS could be structured better. It should be migrated to a newer Laravel and PHP version. There are likely more issues to find. This practical thesis is about discovering serious issues in an existing web information system and fixing them. Previous experience with full-stack web development and with Laravel or similar PHP frameworks is required.
Keywords: PHP, Laravel, full-stack web development, web security, code refactoring.
DeltaVR Expo Flow Improvements (taken)
Supervisor(s): Raimond Tunnel
Contact: raimond.tunnel@ut.ee
Degree: BSc or MSc
Tools: Unity, HTC Vive
The DeltaVR project is a virtual reality experience that takes places in a virtual Delta Centre’s Study Building. The interaction design of the current application needs improvement. Namely, when the project is showcased to the visitors of Delta, the users get lost, stuck, and bored. In this topic, you design simple but effective interaction improvements. These include a reset and teleportation button for both the user and guide, a clearer path to the current minigames, and voice overs that introduce the different rooms in the building. When choosing this thesis, you get to work on working software and gain knowledge how to design good user flow. Your work will be used by our lab staff and shown to many people.
Keywords: Software development, virtual reality, interaction design, user flow.
Plugin for Godot (taken)
Supervisor(s): Jaanus Jaggo
Contact: jaanus.jaggo@ut.ee
Degree: BSc or MSc
Type: Software (Computer Graphics)
Tools: Godot 4
Develop a plugin for Godot 4 game engine and publish it in the AssetLibrary. Godot engine is growing rapidly and is easy to extend through plugins. If you don’t have an idea what kind of plugin you should make, here are some ideas:
- Modular menu and settings system.
- Gamepad support module.
- Texture editor.
- Multiplayer module.
Here is one example of editor plugin for Godot.
Keywords: Software development, Godot, Plugin.
Lightmap Blending for Godot Engine
Supervisor(s): Jaanus Jaggo
Contact: jaanus.jaggo@ut.ee
Degree: MSc
Type: Software
Tools: Godot 4, C++
Baked lightmaps are still the most performant way of creating gorgeous 3D scenes. However, this can only be used for static light setting. Blending between different lightmaps would allow to change it, and it looks really convincing, for example it was used in Emotions of Love VR game.. However, no major game engine supports lightmap blending, thus the goal of this thesis is to extend Godot’s lightmap baking with this feature. This work will require deeper dive into Godot source code and decent understanding of C++ language.
Keywords: Software development, Godot, Lightmap, Light baking.
Vectorization Tool with Gradients (taken)
Supervisor(s): Jaanus Jaggo
Contact: jaanus.jaggo@ut.ee
Degree: BSc or MSc
Type: Software
Tools: Godot
Vectorization is the process of converting a raster image to vector image. Several vectorization tools exist to automate this laborious work, for example Image Trace in Adobe Illustrator. Most of these tools do not support color gradients and thus manual tracing is still often required. The goal of this thesis would be to create a vectorization algorithm that can also use gradients and software tool which allows to control this process for artists. The output should be optimized for usage in video games.
Keywords: Software development, vectorization, gradients.
Material Mapping for Grammar Editor Tool
Supervisor(s): Mathias Plans
Contact: mathias.plans@ut.ee
Degree: BSc or MSc
Type: Software
Tools: Godot 4
The Grammar Editor Tool is an app made in Godot that allows users to define shape grammar rules to procedurally generate 3D shapes, mainly buildings. While the software is capable of generating interesting buildings, textures cannot be applied to them. Your task is to make it possible to use textures and materials on the generated buildings.
The thesis topic is split into two main tasks. Firstly, during the procedural generation of the shape, UV coordinates and normals of all the vertices have to be calculated. Each face then has to be mapped to a texture or a material. Secondly, this mapping should be editable via the editor. New controls and UI elemets for the Grammar Editor Tool have to be developed. This topic is suitable for students who are interested in geometry calculations, procedural generations, and Godot.
Keywords: Software development, computer graphics, procedural generation, Godot.
Procedural Generation of Gas Giants (taken)
Supervisor(s): Mathias Plans
Contact: mathias.plans@ut.ee
Degree: BSc or MSc
Type: Independent Study
Tools: GLSL
Procedural generation is having an algorithm create meaningful content. It is often used as a tool by artists to create more interesting content faster. If the algorithm is reliable enough, procedural generation can also be directly used in the end product. This topic is about researching how gas giants look like, what interesting effects are happening there, how people have procedurally generated them so far, and then devising a new unique and interesting algorithm to generate them. Ideally the algorithm has meaningful parameters that users (artists, video game developers) could then tweak to satisfy their needs.
It is recommended that you have taken the Computer Graphics (MTAT.03.015) course and have tried to solve the Gas Planet* task there. It is, basically, solving that task, but in a lot more rigorous and scalable way. By taking this topic, you get to delve deep into the field of computer graphics, procedural generation, noise, atmospheric simulation, etc.
Keywords: Computer graphics, procedural generation, noise, gas giant, atmosphere.
Delta TV Art Exhibit (taken)
Supervisor(s): Mathias Plans
Contact: mathias.plans@ut.ee
Degree: BSc or MSc
Type: Software
The Delta building has several big TV-s around. These TV-s will get a RealSense SR305 depth camera attached to them. In this topic you can design and implement an software solution, which uses the depth information to show something cool and artsy on the TV. It can be a game or an amazing visualization. This is quite an open-ended and creative topic.
The experience and skills you get from doing this topic depend largely on how you scope it. In any case you get the experience of working on a real exhibit. For inspiration here is a video of an existing exhibit in the Mektory Center that interacts based on the viewer’s movements.
Keywords: Software development, exhibit design, RealSense SR305, depth camera.
Video Game
Supervisor(s): Mark Muhhin
Contact: mark.muhhin@ut.ee
Degree: BSc or MSc
Type: Software
This is an open topic for you to design, develop, and test your video game idea. As usual with the Software Solution thesis type, you start by checking out the existing market for similar games. Then you create a unique design with some certain goal in mind. The thesis proceeds with you implementing the design. Then you need to test the implemented design on your target audience. This process can be iterated a couple of times to create a better result. The specifics will depend on your own proposed goals for the game and timeline. In the end, you have authored a video game to put into your CV, market, and build a studio around.
Keywords: Video game, game design, game development.
XR (AR/VR) Functionality for a Product Configurator Tool (Wenture)
Supervisor(s): Daniel Nael
Contact: daniel.nael@ut.ee
Degree: BSc
Tools: Unity
Wenture is an Estonian company who develops helpful software tools for the construction sector. When picking this topic, you will be working on a tool that will have much benefit and use for the Estonian construction sector through Wenture.
This thesis will develop XR (AR/VR) functionality for a web-based product configurator, focusing on making the entire user interface accessible through a VR headset. The configurator allows users to design and purchase complex products (e.g. solar roof) in real time by interacting with a ‘digital twin’ of the real product, created using the Unity game engine and ReactJS. The goal is to ensure the user experience is fully immersive and functional in a VR environment, allowing end users to explore and customize products virtually.
Establishing a Workflow for Parametric Unity Models Based on 3D BIM Components (Wenture)
Supervisor(s): Daniel Nael
Contact: daniel.nael@ut.ee
Degree: BSc
Tools: Unity, Revit
Wenture is an Estonian company who develops helpful software tools for the construction sector. When picking this topic, you will be working on a tool that will have much benefit and use for the Estonian construction sector through Wenture.
This thesis will focus on establishing an automated workflow for generating parametric Unity models from Revit’s 3D BIM components. The project will explore the possibilities of using tools like Unity Pixyz and Unity Reflect for smooth BIM-to-Unity data conversion. The work will emphasize the creation of a flexible and reusable workflow for parametric modeling, helping avoid the complexity of full Revit model conversion. The focus is on creating a workflow that bridges BIM models with Unity to streamline interactive 3D applications.
Keywords: Revit, Unity, software development, parametric models, BIM, computer graphics
2D DXF Product Drawings Export Tool (Wenture)
Supervisor(s): Daniel Nael
Contact: daniel.nael@ut.ee
Degree: BSc
Tools: Unity, AutoCAD
Wenture is an Estonian company who develops helpful software tools for the construction sector. When picking this topic, you will be working on a tool that will have much benefit and use for the Estonian construction sector through Wenture.
This thesis will explore the creation of a tool that simplifies the process of generating 2D product drawings in DXF format from 3D models within Unity. Ability to export 2D technical drawings is a desirable feature by production companies who are using Unity game engine to visualize their customizable products in 3D.
The project’s aim is to build on existing solutions such as Unity’s DXF Exporter or automating Make2D processes using Grasshopper, to establish seamless 2D DXF export while avoiding potential challenges with CAD file structures.
Keywords: AutoCAD, DXF, Unity, software development, computer graphics.
MediqVR Healthcare App Port to Meta Quest 3
Supervisor(s): Madis Vasser
Contact: madis.vasser@ut.ee
Degree: BSc
Type: Software
Tools: Unreal Engine
The Meta Quest 3 standalone VR headset has top-of-the-class performance, allowing for porting of previously desktop-only VR apps. MediqVR is a therapy tool used at the University of Tartu Children’s Clinic, allowing training of social skills. The thesis is about exploring the source code the original program, optimizing assets and refactoring code so the experience would run on standalone devices, namely Meta Quest 3.
Keywords: Software development, software port, virtual reality, healthcare.
Passthrough Camera Effects on Meta Quest 3
Supervisor(s): Madis Vasser
Contact: madis.vasser@ut.ee
Degree: BSc or MSc
Type: Software
Tools: Unreal Engine or Unity
The Meta Quest 3 standalone VR headset has color passthrough cameras, allowing to show the real world environment inside the goggles. This opens up possibilites to modify the image in order to introduce interesting visual effects. At the same time, standalone headsets pose different technical constrains on computer graphics. The thesis is about exploring the image processing options available for tweaking the passthrough image and experimenting with different visual effects.
Keywords: Digital image processing, visual effects, image effects, augmented reality, passthrough camera, experiments.
Mixed Reality Game for Delta on Meta Quest 3
Supervisor(s): Madis Vasser
Contact: madis.vasser@ut.ee
Degree: BSc or MSc
Type: Software
Tools: Unreal Engine or Unity
The Meta Quest 3 standalone VR headset has color passthrough cameras, allowing to show the real world environment inside the goggles. The device also features a depth sensor to enable mixed reality experiences, e.g. the virtual characters can be occluded by a real chair. The thesis is about exploring the limits of the depth sensor and building a simple game around the different use cases of the sensor. Ideally the game would use the Delta building as the real world environment.
Keywords: Software development, mixed reality, virtual reality, augmented reality.