Vojtěch Pröschl
Here is a selection of my work from over the years.
Projects
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R&D
Surface Turbulence in Houdini
A Houdini HDK plugin for adding fine surface waves to cached liquid simulations, with OpenCL acceleration.

Teaching
Controlling Randomness
Controlling random values and sampling in Houdini with VEX.

Teaching
Geometric Representations in Houdini
When to use point clouds, polygonal meshes, and signed distance fields in Houdini.

Teaching
Constraints
How constraints restrict motion in Houdini simulations, with pendulum and RBD examples.

FX
Electrolysis Simulation
An electrolysis effect made with FLIP fluids and particles in Houdini.

FX
Antigravity Spell
A Houdini effect that tears up the ground and launches it towards a target.

FX
Procedural Tree Destruction
A destruction setup for trees made with the Houdini Labs tree generator.

Development
Physically Based Renderer
A C++ path tracer implemented in the Nori framework, with multiple importance sampling.
R&D
Crowd Simulation (BSc Thesis)
A differential geometry model for planning paths across terrain.

Teaching
Polygonal Models
How polygonal models are stored, constructed, and prepared for rendering.

Teaching
The Art of Procedural Noise
How random values become value noise and fractal noise.

Teaching
Image Compositing
Alpha channels, premultiplied alpha, and the math behind compositing operators.

Teaching
Math for Procedural Texturing
Using interpolation, step functions, and smooth pulses to build procedural textures.