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Showing posts with label Videos. Show all posts
Showing posts with label Videos. Show all posts

Tuesday, 21 February 2012

University of Nottingham driving simulator

Here is a driving simulator that I worked on for Nottingham University. I contributed both towards the visuals and the implementation of AI cars. Visuals were generated in 3DS Max by using Lidar data for geo-specific placement of objects such as buildings and signs.

I implemented all of the road traffic behaviour in the simulator, this was achieved by researching every junction on the route and applying the appropriate rules and behaviours in Presagis AI Implant

The driving route can be found here.

The simulator is projected 360 degrees which allows for fully panoramic view. Users sit inside a used Mini Cooper with the steering wheel, pedals, gearbox and dashboard controls all connected to the simulator software. The car is also placed on a motion rig, this allows for force feedback which responds accordingly to the car's movements as the simulation is running, allowing for a realistic experience of motion.



Sunday, 19 February 2012

Final year university project - Video documentary

I was tidying my room the other day when I came across a DVD of my final year project from University from 2007. All the footage that you see was done by me venturing into different parts of London and filming different areas. I also arranged and conducted the interviews. Post production was done in Adobe Premiere and I used Encore to create the DVD menu.

The documentary was about road travel in general and covers: congestion charging, public transport and speed cameras.

**Please note: this video was made in 2007 and does not represent how I sound or act today!


Monday, 13 February 2012

Toyota real-time Formula 1 simulator

Here are some videos of the F1 simulator that I worked on for Toyota in 2008. The models are based on Lidar data, which is basically a scan of all of the track and it's surrounds. The data is geo-specific, giving us exact information ranging from the location of trees and buildings, right down to every bump of the track surface.

From this data, we can accurately create and texture the buildings and track features such as run-offs and kerbs. The end result is a lifelike simulation of all of the race tracks, used for training by professional F1 drivers.

Modelling was done in 3DS Max and Creator; texturing in Photoshop.




Videos by AUTOSPORT.com