Week 10 - Winter 2026 Summary

Mar 09 - 11, 2026

Gaussian Splat with Simulation

Apply particles simulation with Gaussian Splat

Gaussian Splat with POP Net, to be continue with more complex simulation

Animated Trees

Gaussian Splat from photos limitation

The Gaussian Splat only works from just one angle

Methods to import data from Gaussian Splat to Unreal Engine 5

VAT: Light weight, casting shadow, automatically animated but less realistic

VAT with stylization

GSplat: Postshot required, not casting shadow, heavy, but more details and realistic

Deform GSplat Dirt

Deform gaussian splat dirt using VEX code in Houdini

Visualize in Houdini

Final look of the dirt in Postshot

Pyro node setup

DeformControls

Runs on plant geometry to prepare deformation data passed to the soil wrangle. Maps penetration depth to a 0-1 strength value, and computes an outward and upward push direction per point.

DeformSoil

Runs on soil geometry, looping over all plant control points to accumulate deformation influence. Each control point contributes a radial push weighted by distance falloff and strength, and the total displacement moves soil points outward and upward. Splat orientations are also rotated via quaternion to match the deformation direction.

Split

Reads an origin point from input 1 and pushes soil points radially outward within a set radius, using a smooth distance falloff with adjustable sharpness and an optional vertical lift.

Difficulty

A bit hard to control and not very realistic because it is not the real simulation

AI Style transfer with image sequence

The custom AI Style Transfer tool very well with still image but not with image sequence

Stylized still image

Shot Breakdown

Source Image

Stylized png sequence: result shift every frame because the tool regenerate every frame

Spring Quarter 2026 Weekly Plan

Week 01

  • Explore Gaussian Splat with Particles Simulation in Houdini

  • Fix alpha channel and depth pass of the Gaussian Splat soil

  • Week 02

  • Continue testing Gaussian Splat with Particles Simulation in Houdini and add stylization to the particles created from splat data

  • Hand test assets to pipeline team for testing Houdini - UE / Houdini - TD pipeline

  • Week 03

  • Explore stylized big scale pyro simulation

  • Week 04

  • Continue testing stylized big scale pyro simulation

  • Hand test assets to pipeline team for testing Houdini - UE / Houdini - TD pipeline

  • Discuss storyboard and shot list

  • Week 05

  • Create FX asset lists

  • FX first pass

  • Hand first pass assets to pipeline team for testing Houdini - UE / Houdini - TD pipeline

  • Week 06

  • Refined FX assets and optimization for LED volume

  • Create assets with different approach for LED volume, such as pre-rendered effects card and optimization for real-time

  • Hand second pass assets to pipeline team for testing Houdini - UE / Houdini - TD pipeline

  • Week 07

  • Polish FX assets for LED Volume

  • Load Test

  • Determine approach for final result

  • Week 08

  • Adjust, fix or find solution to make sure that the scenes and assets will work nicely on a real LED volume shoot

  • Polish FX assets look development

  • Finalize showcase reel for final presentation

  • Week 09

  • Polish Final deliverables

  • Presentation rehearsal

  • Final Presentation

  • Week 10

  • End of quarter warp up

  • Project archive

  • Project summarize and documentation

  • Plan for next step