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9b802fe
Enhance README with project design and timeline
jackypark9852 Nov 6, 2025
3db0afd
Update README with Milestone 1 details
eliasimow Nov 13, 2025
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Update README with progress on floating islands
jackypark9852 Nov 14, 2025
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feat: create flat island base
jackypark9852 Nov 25, 2025
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feat: island bottom base
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feat: basic ivy
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feat: add setup for ivies
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feat: vines!
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feat: create tangnet and bitangent
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feat: vines complete
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eliasimow Nov 29, 2025
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eliasimow Dec 1, 2025
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feat: another island
jackypark9852 Dec 1, 2025
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feat: bridge
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eliasimow Dec 1, 2025
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eliasimow Dec 2, 2025
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jackypark9852 Dec 2, 2025
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Expand README with final project overview
eliasimow Dec 2, 2025
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Update README with project overview and components
eliasimow Dec 2, 2025
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feat: arrange birds
jackypark9852 Dec 2, 2025
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Merge branch 'main' of https://github.com/eliasimow/CloudCity
jackypark9852 Dec 2, 2025
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# Final Project!

This is it! The culmination of your procedural graphics experience this semester. For your final project, we'd like to give you the time and space to explore a topic of your choosing. You may choose any topic you please, so long as you vet the topic and scope with an instructor or TA. We've provided some suggestions below. The scope of your project should be roughly 1.5 homework assignments). To help structure your time, we're breaking down the project into 4 milestones:

## Project planning: Design Doc (due 11/5)
Before submitting your first milestone, _you must get your project idea and scope approved by Rachel, Adam or a TA._

### Design Doc
Start off by forking this repository. In your README, write a design doc to outline your project goals and implementation plan. It must include the following sections:

#### Introduction
- What motivates your project?
We’re excited by the idea of procedurally generating assets that can amplify the visual impact of our GPU final project, real time cloud generation. Because a big focus of that final project is collisions, we’d like to make assets here that can highlight that functionality. We think that floating cloud rocks and foliage, and procedurally animated fauna flying between those assets and the GPU clouds, would look incredible!

#### Goal
- What do you intend to achieve with this project?
We aim to create high-quality floating island assets with procedurally animated birds that react to them. These assets, along with supporting elements like a skybox, will be assembled into a cohesive demo scene. By juxtaposing the islands and the birds, we hope to convey a strong sense of scale and enhance the visual impact of our scene.

#### Inspiration/reference:
- You must have some form of reference material for your final project. Your reference may be a research paper, a blog post, some artwork, a video, another class at Penn, etc.
- Include in your design doc links to and images of your reference material.
- Avatar
- https://www.youtube.com/watch?v=YfK6CNTAG7o
- RIVEN architecture
- https://www.youtube.com/watch?v=JumtB_YY2I4

#### Specification:
- Outline the main features of your project.
- Houdini Floating Terrain Generation
- Rock architecture
- Vines
- Foliage, Trees
- Basic Architecture
- Homes
- Bridges
- Birds
- Extra Credit: Custom Bird Generation
- Procedural Animation:
- Flocking
- Obstacle Avoidance
- Triangle Leader Following

#### Techniques:
- What are the main technical/algorithmic tools you’ll be using? Give an overview, citing specific papers/articles.
- [Ivy Tool](https://www.sidefx.com/tutorials/project-titan-ivy-tool/)
- [Vines Generation](https://www.youtube.com/watch?v=3u6UNNJQ_cM)
- [Procedural Rock Generation](https://www.sidefx.com/tutorials/proc-rocks-using-vops/)
- [Bird Flight Modeling](https://grail.cs.washington.edu/projects/flight/wu2003realistic.pdf)
- Boids, Leader Following, Obstacle Avoidance

#### Design:
- How will your program fit together? Make a simple free-body diagram illustrating the pieces.
<img width="405" height="416" alt="image" src="https://github.com/user-attachments/assets/a7aa48b4-8126-4e35-9e97-08cc9878c9d3" />

#### Timeline:
- Create a week-by-week set of milestones for each person in your group. Make sure you explicitly outline what each group member's duties will be.
- Week 1
- Floating islands base and procedural ivies
- Basic Birds Modeling
- Week 2
- Vines between floating islands
- Bird Flying Animations
- Week 3
- Riven style architecture on islands
- Bird Behavioral Animations
- Week 4
- Polish architecture and add more foliage
- Birds in engine with terrain

## Milestone 1



https://github.com/user-attachments/assets/ba4b1430-0102-4c41-aac1-231499145be9

Submit your Design doc as usual via pull request against this repository.
## Milestone 1: Implementation part 1 (due 11/12)
Begin implementing your engine! Don't worry too much about polish or parameter tuning -- this week is about getting together the bulk of your generator implemented. By the end of the week, even if your visuals are crude, the majority of your generator's functionality should be done.
Progress:

Put all your code in your forked repository.
Programmed some flocking behavior into houdini, using several POP forces!
Next step there will be to tie bird animation to the particle state and to add obstacle avoidance.


<img width="1919" height="1079" alt="image" src="https://github.com/user-attachments/assets/f416693e-6145-4759-a5c8-610ae4503def" />

Progress:

Created base for procedural floating islands. The next step would be adding vegeatation, structures, etc. to enrich the island's visuals.

Submission: Add a new section to your README titled: Milestone #1, which should include
- written description of progress on your project goals. If you haven't hit all your goals, what's giving you trouble?
- Examples of your generators output so far
We'll check your repository for updates. No need to create a new pull request.
## Milestone 2: Implementation part 2 (due 11/24)
We're over halfway there! This week should be about fixing bugs and extending the core of your generator. Make sure by the end of this week _your generator works and is feature complete._ Any core engine features that don't make it in this week should be cut! Don't worry if you haven't managed to exactly hit your goals. We're more interested in seeing proof of your development effort than knowing your planned everything perfectly.

Put all your code in your forked repository.

Submission: Add a new section to your README titled: Milestone #3, which should include
- written description of progress on your project goals. If you haven't hit all your goals, what did you have to cut and why?
- Detailed output from your generator, images, video, etc.
We'll check your repository for updates. No need to create a new pull request.

Come to class on the due date with a WORKING COPY of your project. We'll be spending time in class critiquing and reviewing your work so far.

## Final submission (due 12/1)
Time to polish! Spen this last week of your project using your generator to produce beautiful output. Add textures, tune parameters, play with colors, play with camera animation. Take the feedback from class critques and use it to take your project to the next level.

Submission:
- Push all your code / files to your repository
- Come to class ready to present your finished project
- Update your README with two sections
- final results with images and a live demo if possible
- post mortem: how did your project go overall? Did you accomplish your goals? Did you have to pivot?

## Topic Suggestions

### Create a generator in Houdini

### A CLASSIC 4K DEMO
- In the spirit of the demo scene, create an animation that fits into a 4k executable that runs in real-time. Feel free to take inspiration from the many existing demos. Focus on efficiency and elegance in your implementation.
- Example:
- [cdak by Quite & orange](https://www.youtube.com/watch?v=RCh3Q08HMfs&list=PLA5E2FF8E143DA58C)

### A RE-IMPLEMENTATION
- Take an academic paper or other pre-existing project and implement it, or a portion of it.
- Examples:
- [2D Wavefunction Collapse Pokémon Town](https://gurtd.github.io/566-final-project/)
- [3D Wavefunction Collapse Dungeon Generator](https://github.com/whaoran0718/3dDungeonGeneration)
- [Reaction Diffusion](https://github.com/charlesliwang/Reaction-Diffusion)
- [WebGL Erosion](https://github.com/LanLou123/Webgl-Erosion)
- [Particle Waterfall](https://github.com/chloele33/particle-waterfall)
- [Voxelized Bread](https://github.com/ChiantiYZY/566-final)

### A FORGERY
Taking inspiration from a particular natural phenomenon or distinctive set of visuals, implement a detailed, procedural recreation of that aesthetic. This includes modeling, texturing and object placement within your scene. Does not need to be real-time. Focus on detail and visual accuracy in your implementation.
- Examples:
- [The Shrines](https://github.com/byumjin/The-Shrines)
- [Watercolor Shader](https://github.com/gracelgilbert/watercolor-stylization)
- [Sunset Beach](https://github.com/HanmingZhang/homework-final)
- [Sky Whales](https://github.com/WanruZhao/CIS566FinalProject)
- [Snail](https://www.shadertoy.com/view/ld3Gz2)
- [Journey](https://www.shadertoy.com/view/ldlcRf)
- [Big Hero 6 Wormhole](https://2.bp.blogspot.com/-R-6AN2cWjwg/VTyIzIQSQfI/AAAAAAAABLA/GC0yzzz4wHw/s1600/big-hero-6-disneyscreencaps.com-10092.jpg)

### A GAME LEVEL
- Like generations of game makers before us, create a game which generates an navigable environment (eg. a roguelike dungeon, platforms) and some sort of goal or conflict (eg. enemy agents to avoid or items to collect). Aim to create an experience that will challenge players and vary noticeably in different playthroughs, whether that means procedural dungeon generation, careful resource management or an interesting AI model. Focus on designing a system that is capable of generating complex challenges and goals.
- Examples:
- [Rhythm-based Mario Platformer](https://github.com/sgalban/platformer-gen-2D)
- [Pokémon Ice Puzzle Generator](https://github.com/jwang5675/Ice-Puzzle-Generator)
- [Abstract Exploratory Game](https://github.com/MauKMu/procedural-final-project)
- [Tiny Wings](https://github.com/irovira/TinyWings)
- Spore
- Dwarf Fortress
- Minecraft
- Rogue

### AN ANIMATED ENVIRONMENT / MUSIC VISUALIZER
- Create an environment full of interactive procedural animation. The goal of this project is to create an environment that feels responsive and alive. Whether or not animations are musically-driven, sound should be an important component. Focus on user interactions, motion design and experimental interfaces.
- Examples:
- [The Darkside](https://github.com/morganherrmann/thedarkside)
- [Music Visualizer](https://yuruwang.github.io/MusicVisualizer/)
- [Abstract Mesh Animation](https://github.com/mgriley/cis566_finalproj)
- [Panoramical](https://www.youtube.com/watch?v=gBTTMNFXHTk)
- [Bound](https://www.youtube.com/watch?v=aE37l6RvF-c)

### YOUR OWN PROPOSAL
- You are of course welcome to propose your own topic . Regardless of what you choose, you and your team must research your topic and relevant techniques and come up with a detailed plan of execution. You will meet with some subset of the procedural staff before starting implementation for approval.

<img width="1168" height="641" alt="image" src="https://github.com/user-attachments/assets/8034e447-f2d1-4057-9f5b-a954f721239d" />
Ruined Brick Generation


https://github.com/user-attachments/assets/4376d492-bd75-4e5d-bad1-ffc780beb52b

WIP bridge creation

## Final Version Overview

<img width="2128" height="1321" alt="image" src="https://github.com/user-attachments/assets/58b3c717-26d6-416f-baed-b76abccb329f" />


For our procedural final project, we have constructed a highly dynamic set of art assets for use in constructing a decayed cloud city. The scene is composed of four pieces, each of which is configurable and parameterized. The pieces are as follows:

- Floating Islands. These are the centerpiece of the scene, and can be made to fit any arbitrary size the artist desires. Procedural moss grows along the islands' rocky underbellies. Simulated grass and weeds flow in the wind as the render progresses.

- Molded Rope Bridges. These can be set to join any two arbitrary points in space, connecting islands across any distance and height. Decay level can be set, which dictates the bridge's number of remaining planks and the sag of the parabola.

- Decayed Walls. Artist's can use the Houdini pen tool to draw out a section of the wall that has crumbled over the decades; bricks will be broken and half and sheared off by this border. Remaining bricks are still decayed by a noise boolean union effect.

- Boids. A flock of seagulls flies back and forth between islands. They are motivated by a set of force principles: to chase the center of the pack, to avoid collision with each other, and to avoid collision with the islands. The seagull model is sourced from https://www.turbosquid.com/Search/Artists/msurguy

## Post Mortem

<img width="2251" height="1267" alt="image" src="https://github.com/user-attachments/assets/7b530122-e3eb-4ea8-b6b7-2c5adfa3fa42" />


Overall, we really enjoyed working on this project! We reacted quickly to changing conditions to readjust scope, and that avoided some potential pitfalls that could have led to a less complete final project. The choice to complete the overall experience in Houdini first was the correct one, as we simply didn't have the time to port it over to GPU for our final experience.

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