Thesis Topics

If you really can not find a topic on your own, then here is a list of potential topics we offer.

 

Advanced Computer Graphics Learning Materials

Supervisor(s): Raimond Tunnel
Degree: MSc
Tools: JavaScript and/or C++

The base Computer Graphics course has been popular for many years. Every time there are students who would like to learn more. Currently that learning takes place in CGS and during thesis work. However, there could be an Advanced Computer Graphics course, which would continue the base course. This thesis consists of the creation and conduction of such a course. This means that establishing the learning outcomes, creating the materials and actually conducting the course. It would be a 6 credits course conducted in the Spring semester.
Some common topics possible in the course:

  • Deferred Rendering
  • Post-Processing Effects
  • Procedural Generation
  • Physically Based Rendering
  • Volumetric Rendering
  • Fractals
  • Real-Time Global Illumination (maybe)
  • Modern GPU Capabilities (maybe)
  • Virtual Reality (maybe)

Keywords: Computer graphics, learning materials, advanced rendering techniques, procedural generation, volumetric rendering, fractals, physically based rendering.

 

Thesis Text Analyzer for CGLearn

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc
Tools: JavaScript, PHP, Python, MySQL

In the CGLearn learning environment the drafts of student theses are analyzed weekly. In 2020 Karl Erik Karindi created for his BSc thesis a collection of Estonian language analyzers for academic texts. CGLearn uses an API to use the created analyzer.
This topic is about advancing these analyzers and creating similar ones for also the English language. Additional analyzers could also be implemented. For example to detect common issues specific to Raimond’s supervision and computer graphics related works. Good visualization of the text issues is welcome.
The user experience of the weekly reports and shown analysis in CGLearn should be improved. For example if the analyzer detects a false-positive problem in the text, the user should be able to mark that issue to be ignored in subsequent reports. So that the same false-positive would not show up every week.
The Thesis Text Analyzer is implemented in Python. CGLearn is implemented in PHP (Laravel framework and Doctrine ORM).

Keywords: Data visualization, text processing, text analysis, metric, teaching tool.

 

Glyptics Portrait Generator – Gem Effects (taken)

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc with PBS
Tools: C++, GLSL
Type: Software, Independent Study

In 2020 the Glyptics Portrait Generator exhibit for the UT Art Museum was made by Vladyslav Kupriienko for his MSc thesis. Unfortunately he did not manage to implement any optical gem effects. In this thesis you can delve into the research and solutions for implementing those effects. For example faced gem rendering, adularescence, chatoyancy, asterism, aventurescence, color change, iridescence, play of color and pleochroism. Potentially creating your own solutions for some of them.
Doing this thesis successfully gives you good computer graphics skills. As well as experience working on a real exhibit. Do check out the Rendering Precious Gems presentation (slides, recording) for more information about the effects.

Keywords: Computer graphics, physically-based shading, optical effects, gem effects, GLSL, shader programming, C++, exhibit.

 

Glyptics Portrait Generator – Physically-Based Shading (taken)

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc with Gem Effects
Tools: C++, GLSL

In 2020 the Glyptics Portrait Generator exhibit for the UT Art Museum was made by Vladyslav Kupriienko for his MSc thesis. The current solution renders the visitor’s face with plaster, amethyst and gold materials. In this thesis you can learn physically-based shading techniques and make sure those materials follow those and look better. You can also create some new materials like agate or marble that would use noise to create a nice texture pattern. Also engravings were sometimes made on materials with different layers, so you could implement an approach where details are distinguished based on the engraving’s depth.
Doing this thesis successfully gives you solid skills in physically-based materials and procedural texture generation. As well as experience on working with a real exhibit.

Keywords: Computer graphics, physically-based shading, procedural textures, GLSL, shader programming, C++, exhibit.

 

Glyptics Portrait Generator – Improvements

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc
Tools: C++, Ogre3D

In 2020 the Glyptics Portrait Generator exhibit for the UT Art Museum was made by Vladyslav Kupriienko for his MSc thesis. While he tried to use a RealSense SR305 depth cam for capturing visitors’ face, in the end he resorted to only using RGB data from a regular web cam. In this thesis you can explore and implement viable solution for combining depth data with the RGB data to create a more accurate representation of the face.
You can also optimize the existing or your new solution to work faster on the tablet computers used by the UT Art Museum. Additional UX improvements can also be made here. Doing this thesis successfully gives you good 3D data analysis and manipulation background as well as experience with C++ and the Ogre3D rendering engine.

Keywords: Computer graphics, 3D data manipulation, 3D face scanning, meshing, optimization, C++, Ogre3D, exhibit, UX.

 

DeltaVR (taken)

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc (with multiplayer)

Create a virtual reality experience inside the virtual Delta building. We have the 3D model of the building, but it may need tweaking and improvements to work better in VR. You can design your own fun and unique experiences that people could do in the virtual world inside Delta. It could be game too, although it should be non-violent as the environment is based on a real location.
During this thesis you can learn virtual reality experience development, 3D modelling and optimizations and likely some game design. For BSc this topic can be tackled with a friend, who would add multiplayer. For MSc adding multiplayer capabilities should be part of the thesis.

While this thesis is taken, you can join the project through the multiplayer development thesis.

Keywords: Software development, virtual reality, digital twin, game design.

 

DeltaVR – Multiplayer

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc (with core dev)

This topic is about adding multiplayer support for the DeltaVR application. Multiple users from both virtual reality and desktop should be able to explore the virtual Delta building and do activities there at the same time. The users should also be able to interact with each other. Designing the multiplayer interactions could be part of this thesis or the core thesis.
This thesis gives you solid experience in both multiplayer and virtual reality software development. The topic is possible for BSc if another BSc student picks the core topic. For MSc this should be done together with the core topic.

Keywords: Software development, virtual reality, interaction design, multiplayer.

 

Video Wall Game (taken)

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc

The CGVR lab has a smart glass wall, which can be used as a video wall. Right now we have a promotional video displayed on it during lab events. The projector displaying the picture is connected to a Raspberry Pi 4. In this thesis you can design and implement a game for the video wall. The game can be controlled via an xbox controller or you could try to incorporate a depth/RGB camera, which would then be mounted near the wall. The wall consists of 3 panels, so your game design should take this into account. For example the game world could consists of 3 separate rooms and there would be portals between them.
This thesis gives you experience in unique game design and exhibit development. You also learn to optimize your game code as it is supposed to run smoothly on the Raspberry Pi.

Keywords: Software development, game development, game design, exhibit design, Raspberry Pi.

 

Delta TV Depth Exhibit

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc

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 do and show something cool on the TV. It can be a game or some fancy exhibit. This is quite an open-ended 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. If you manage to do it by January, you can also participate in the Delta X competition with your project.

Keywords: Software development, exhibit design, RealSense SR305, depth camera.

 

VR Headset Study (taken)

Supervisor(s): Raimond Tunnel
Degree: BSc

The goal of this topic is to find comparative results for different popular virtual reality headsets. For this you can do a blind study, where participants are put into VR with one of the studies headsets. They will play some games and then have to answer about their user experience. Among the UX questions are some questions about the headset (visual quality, ergonomics, wire/battery issues). The headsets in study are Varjo VR-1, Oculus Rift CV1, Oculus Quest and HTC Vive Pro.
This is a relatively simple topic, which gives you experience in performing controlled studies. If you have no previous experience with VR before, then this is also a great opportunity to get that. You may also find a few similar studies from scientific literature and compare your own results with theirs.

Keywords: Virtual reality, headset, head mounted display, Oculus Rift, Oculus Quest, HTC Vive Pro, Varjo VR-1, headset ergonomics, headset visual quality, blind study.

 

Futuclass AR (taken)

Supervisor(s): Raimond Tunnel
Contact: Kristen Tamm
Degree: BSc or MSc
Tools: Unity

Futuclass is an educational virtual reality (VR) game that teaches natural science subjects. The focus is primarily on chemistry and physics. The educational game is designed to provide an hands-on experience. The VR game is developed by Futuclass OÜ located in the Delta Centre’s Business Building.
The goal of this thesis is to create an augmented reality (AR) counterpart of Futuclass. The solution could be either via mobile AR or with dedicated affordable glasses. The subject is the balancing of chemical reaction equations. The chemical elements are represented by physical cards. The software solution should track the markers on those cards. The user should manipulate the cards to produce chemical reactions, which then should be visualized on the molecular and atomic level via AR. This is somewhat similar to MoleQL application.
The company expects a usable prototype. They are ready to consult you and even financially support your studies if the prototype is good. During this thesis you acquire skills to work on educational software design, develop AR software solutions and experience working with a company.

Keywords: Software development, Unity, augmented reality, educational software, game design.

 

SOFIT Level Editor

Supervisor(s): Raimond Tunnel
Contact: Peeter Nieler (peeter.nieler@criffin.com)
Degree: BSc or MSc
Tools: Unity

SOFIT (Special Operation Forces Immersive Training) is a virtual reality training software (similar to this) developed by an Estonian company Criffin in the Unity game engine. They want their clients to be able to create their own training scenarios and levels withing a certain set of rules. This means that their software will need a custom level editor.
The goal of this thesis is to build the said level editor in Unity. The exact specification should be agreed upon by you and Criffin. Some potential things the level editor could include: building placement, landscape, roads, room plans, furniture in the rooms, placement of bombs and enemies, enemy patrol routes, scenario specification (eg hostage situation) etc. The level editor could also include a measure about how performance heavy the created level is.
All the models, animations, enemy AI etc will be provided by Criffin.

Keywords: Software development, level editor, Unity, performance estimation, UX, UI.

 

Stylized 3D Motion Blur

Supervisor(s): Raimond Tunnel, Santiago Montesdeoca
Contact: santiago@artineering.io
Degree: BSc
Tools: Python, GLSL/HLSL, Flair, Maya

Artineering is a company in Tallinn specialized in real-time stylized rendering of 3D animation. They want to incorporate new art-direction tools within their stylized engine, while nurturing talent to potentially expand their team.
Your task will be to survey state-of-the-art real-time motion blur algorithms and implement them in Flair. The review and implementation will give you the experience necessary to later expand your work creatively and develop your own stylized motion blur effect. You’ll be working mostly with shading languages such as GLSL/HLSL and will also need to modify some things with Python using Flair ether as a standalone or as a plugin for Autodesk Maya.
This project is ideal for Bachelor students looking into learning and expanding their knowledge about shader languages and image-processing. A positive outcome of your work will be integrated into the Flair shader library to be used in production worldwide.

Keywords: Computer graphics, post-processing effect, motion blur, art tool, Maya.

 

Stylized 3D Depth of Field (taken)

Supervisor(s): Raimond Tunnel, Santiago Montesdeoca
Contact: santiago@artineering.io
Degree: BSc
Tools: Python, GLSL/HLSL, Flair, Maya

Artineering is a company in Tallinn specialized in real-time stylized rendering of 3D animation. They want to incorporate new art-direction tools within their stylized engine, while nurturing talent to potentially expand their team.
Your task will be to survey state-of-the-art real-time depth-of-field algorithms and implement them in Flair. The review and implementation will give you the experience necessary to later expand your work creatively and develop your own stylized depth of field effect. You’ll be working mostly with shading languages such as GLSL/HLSL and will also need to modify some things with Python using Flair ether as a standalone or as a plugin for Autodesk Maya.
This project is ideal for Bachelor students looking into learning and expanding their knowledge about shader languages and image-processing. A positive outcome of your work will be integrated into the Flair shader library to be used in production worldwide.

Keywords: Computer graphics, post-processing effect, depth of field, art tool, Maya.

 

3D Stylization with Signed Distance Fields

Supervisor(s): Raimond Tunnel, Santiago Montesdeoca
Contact: santiago@artineering.io
Degree: MSc
Tools: C++, Python, GLSL/HLSL, Maya
Type: Independent Study, Software

Artineering is a company in Tallinn specialized in real-time stylized rendering of 3D animation. They want to incorporate new art-direction tools within their stylized engine, while nurturing talent to potentially expand their team.
Your task will be to ideate and develop an art-direction tool based on signed distance fields that will empower artists with the ability to stylize 3D renders using volumes in space. You’ll start with a primitive spherical volume, to later explore ways of expanding the work towards more complex representations that can be intuitively created by artists in real-time. You’ll be working with and learning C++, Python and shading languages (HLSL/GLSL) within the MNPRX plugin for Autodesk Maya.
With a strong reliance on mathematics, this project is ideal for an engineer with strong math foundations, that is interested in novel mathematical applications for user experience and interaction in 3D graphics.

Keywords: Computer graphics, stylized rendering, signed distance fields, art tool, Maya.

 

VR Live Stream of Remote-Controlled Racing Cars (taken)

Supervisor(s): Raimond Tunnel
Contact: Rainer Paat (rainer@rcsnail.ee)
Degree: BSc
Technology: Oculus Rift + Unity or Unreal

RCSnail is a company in Tartu who has created a remote-controlled car racing track in the Eeden mall. They already show a live video stream from the remote-controlled cars to the players. Now they want to improve the experience and show that video stream through a VR headset so that the players would be more immersed in the recreational activity. The company is very interested in this solution, likely an additional supervisor from the company will assist you and there is a possibility for getting paid for the work.
Basically, the end goal is to achieve this: https://www.youtube.com/watch?v=Q80oCX629xE

novelstyle

Keywords: Software development, virtual reality, video stream, UX.

 

Space Stuff Rendering

Supervisor(s): Raimond Tunnel
Degree: BSc or MSc
Tools: Blender (or other)

There is a YouTube channel called Science & Futurism with Isaac Arthur, where Mr Arthur discusses a lot of space and science fiction related ideas. The videos include 3D visualizations of different discussed things. The goal here would be to render some interesting space-related phenomena. Think about the landscapes of alien planets, weird atmospheric effects or storms on those planets, all sorts of stars, nebulae or even black or white holes. Of course also things like aliens, space ships and even megastructures like Dyson swarms. The challenge is to understand the physical and optical properties of space-related effects and render them as accurately as you can. There’s likely tons of literature of such topics and if you manage to render some cool-looking clips then maybe they can be used in the aforementioned channel.

Keywords: Computer graphics, rendering, simulation, astronomy.

 

LiDAR Scanned 3D Nature Asset Library (taken)

Supervisor(s): Madis Vasser
Contact: Madis.Vasser@ut.ee
Degree: BSc
Tools: iPad Pro, 3D modelling software, game engine of choice

Estonian wilderness is being destroyed at an alarming pace by industrial activities. In order to capture the memory of this unique ecosystem, 3D assets of various objects and whole scenes could be scanned. Using the latest LiDAR sensor on the iPad Pro 2020, the goal of the project will be to get experience with scanning different large natural environments under various lighting conditions, working our a pipeline for cleaning the resulting meshes and building a library of optimized assets that could be used in reconstructing the scenary of Estonian nature in 3D. While professional-grade LiDAR scanners have been used in the forests before, usually the aim is to just measure the sizes of trees. The current project puts emphasis on the visual aspects of the scenes.
The output of the project should be dozens of high-quality 3D objects and a demo level that showcases the objects composited together to form a novel virtual scene.

Keywords: Computer graphics, LiDAR, environmental scanning, asset creation, compositing.

 

BLASTRONAUT game development (different topic options) (Taken)

Supervisor(s): Jaanus Jaggo
Contact: jaanus.jaggo@ut.ee
Degree: BSc or MSc
Tools: Godot

BLASTRONAUT screenshot

BLASTRONAUT is a 2D mining game in a procedurally generated world that will come to early access this fall. It is developed by Jaanus Jaggo (Perfoon company) who will be both the supervisor and the client for this project. Try the game demo in Itch.io

There are several areas of this game that can be improved, for example the procedural generation, enemies or multiplayer support. The exact goal and topic should be discussed with the supervisor.

You are expected to start working during the fall semester (from October) and provide usable features for the launch of the game. As a benefit you will get part of the launch of an indie game, get to learn from Jaanus who has years of experience in game development. If the project succeeds and your work is good, he is also willing to support your studies financially.
Keywords: Software development, Godot, game development, game design.