Vojtěch Pröschl
Computer graphics, simulation, and technical education.
Open to collaborations with studios, researchers, and educators around graphics, simulation, tools, and visual problem-solving.
Projects

Controlling Randomness
Adding and controlling randomness in Houdini — VEX functions, distributions, and sampling.

Geometric Representations in Houdini
Point clouds, polygonal meshes, and SDFs — what each stores and when to use them.

Constraints
Constraint foundations in Houdini — degrees of freedom, hard constraints, and simple RBD demonstrations.

Electrolysis Simulation
FLIP fluid simulation with particle advection forces.

Antigravity Spell
Custom RBD system — ground lifts and launches towards a target, with pyro, particles, and procedural fracturing.

Procedural Tree Destruction
Procedural tree destruction system designed for Labs tree generator in Houdini.

Physically Based Renderer
A PBR renderer built from scratch in C++ as part of the Nori framework — from Monte Carlo sampling to full path tracing with MIS.
BSc. Thesis — Crowd Simulation
A continuous terrain traversal model grounded in differential geometry, applied to crowd path planning.

Polygonal Models
Polygonal modeling from the ground up — representation, data structures, and rendering.

The Art of Procedural Noise
Procedural noise generation — from random numbers to fractal noise.

Image Compositing
The theory behind digital image compositing — alpha channel and fundamental compositing operators.

Math for Procedural Texturing
Building the mathematical language for procedural textures from scratch.