Susheel Nath

Brussels, Brussels Region, Belgium Contact Info
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About

Portfolio Website: https://susheelnath.com

> Mixed Reality | Technical |…

Activity

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Experience

  • FARI - AI for the Common Good Institute

Education

  • Trinity College Dublin

Volunteer Experience

  • Faculty Assistance Volunteer

    Al Noor Training Centre

    - 2 months

    Social Services

    - Caretaking and teaching for differently-abled children
    - Group activities organising and overviewing playtime
    - Faculty assistance

  • Dubai Cares Graphic

    Packaging Intern

    Dubai Cares

    - 2 months

    Disaster and Humanitarian Relief

    - Packaging and stock management of supplies
    - Local assistance

Publications

  • Semantic Crowd Re-targeting: Implementation for Real-time Applications and User Evaluations

    IEEE VR 2021 Workshop

    Crowd simulation is the act of simulating and controlling the dynamic movement of large groups of virtual characters. Crowd simulation is traditionally a complex and time-consuming process, requiring extensive manual effort to achieve. On the one hand, commercial and liberally licensed tools tend to have many aspects of simulation tightly integrated which can be prohibitively difficult to re-configure, on the other, paying extras can be far more costly. In this context, the re-use of existing…

    Crowd simulation is the act of simulating and controlling the dynamic movement of large groups of virtual characters. Crowd simulation is traditionally a complex and time-consuming process, requiring extensive manual effort to achieve. On the one hand, commercial and liberally licensed tools tend to have many aspects of simulation tightly integrated which can be prohibitively difficult to re-configure, on the other, paying extras can be far more costly. In this context, the re-use of existing simulated crowds has been identified as a valuable cost-saving approach to crowd simulations. Previous approaches have investigated the use of environment semantics , but they have not been integrated with a commonly used simulation platform, rendering their usefulness limited. We present a novel approach to crowd simulation using an emergent system for re-targeting autonomous crowds and report on the findings of a problem discovery study, analyzing and establishing key aspects of functionality, usability, and user experience. Our results provide a breakdown of the crowd simulation process with corresponding time-on-task metrics to provide a reference point for future scientific research into crowd simulation systems. Furthermore, we report on how users react to a system that involves the use of semantic data to facilitate the re-use of existing crowd simulations. We anticipate that other researchers will follow suit, to develop tools that are both innovative and usable in crowd simulation practices.

    Other authors
    See publication

Projects

  • Little Things - A short Unity5 movie

    -

    Level Design & Animation:

    As a final project for the course, Real Time Animation, to demonstrate the concepts of forward and inverse kinematics, principles of animations, camera timeline constructions and transformations and pushing the creativity and imagination with an animated movie using a short story conveyed visually.

    Stacks:

    - Unity5 - Level design and .exe deployment
    - GIMP - Texturing

    Video link:

    https://youtu.be/vZGA1X72GYc

    Key features…

    Level Design & Animation:

    As a final project for the course, Real Time Animation, to demonstrate the concepts of forward and inverse kinematics, principles of animations, camera timeline constructions and transformations and pushing the creativity and imagination with an animated movie using a short story conveyed visually.

    Stacks:

    - Unity5 - Level design and .exe deployment
    - GIMP - Texturing

    Video link:

    https://youtu.be/vZGA1X72GYc

    Key features include:

    - Assortment of assets for Level Design
    - Play with lights using Directional Lights, Spot Lights, and Area Lights. Use of Deferred Rendering
    - Variety of use of models and animations
    - Camera script for movement, control of timing and non-facial color-lit emotions of the protagonist camera
    - Post-Processing: Ambient Occlusion, Color-grading, HDR, Vignette, Depth of Field, Screen Space Reflections
    - Use of Volumetric Lighting
    - Custom animations for assets in scenes using Unity's timeline
    - Texture application and custom material implementation with bump maps and height maps
    - Cloth simulation
    - Particle system for rain
    - Custom Skybox implementation
    - Decal implementation for environment immersion

    See project
  • ARCore Pet Simulator

    -

    Game programming & AR:

    A Dog Simulator using ARCore and Unity5 wherein, Touch Gestures can be used to guide your own pet dog around the screen and interaction can be done with your pet via a GUI system, namely, feeding, playing, fetch and so on.

    Stacks:

    - Unity5 (game development, AR, GUI, audio, texturing)
    - Blender (animation, model redesign)
    - GIMP (texturing, material generation)

    Video link:

    https://youtu.be/d3yg_BYdtCc

    Key features…

    Game programming & AR:

    A Dog Simulator using ARCore and Unity5 wherein, Touch Gestures can be used to guide your own pet dog around the screen and interaction can be done with your pet via a GUI system, namely, feeding, playing, fetch and so on.

    Stacks:

    - Unity5 (game development, AR, GUI, audio, texturing)
    - Blender (animation, model redesign)
    - GIMP (texturing, material generation)

    Video link:

    https://youtu.be/d3yg_BYdtCc

    Key features include:

    - Touch-reactive pet dog, who would listen to your tap for movement
    - GUI system for button-based commands for actions, such as sit, sleep, play with paw, follow me and jump
    - GUI system for placing kennel, water bowl, food bowl, ball fetching and climb to me
    Options to change the breed of the dog
    - GUI system to navigate around the application: Start, Help (tutorial) and Exit
    - Custom textures and materials. Use of bump and height maps
    - Custom animations
    - Custom sprites for GUI

    See project
  • ( LoLAR) Unity 5 + Vuforia - Augmented Reality Project

    -

    Level Design & AR:

    To implement the Unity5 engine in a new industry altogether, augmented reality. A simple level design project consisting of levels with environments and animated characters projected using Vuforia's marker-based system of AR. An all-around project based on characters from League of Legends, the well-renowned MOBA.

    Stacks:

    - Unity5 - Level design, game programming and scripting
    - Blender - Animations and modelling
    - GIMP - Texturing

    Key…

    Level Design & AR:

    To implement the Unity5 engine in a new industry altogether, augmented reality. A simple level design project consisting of levels with environments and animated characters projected using Vuforia's marker-based system of AR. An all-around project based on characters from League of Legends, the well-renowned MOBA.

    Stacks:

    - Unity5 - Level design, game programming and scripting
    - Blender - Animations and modelling
    - GIMP - Texturing

    Key features include:

    - Intricate level design
    - Animations
    - Particle systems
    - Transformation of the entire scene: Scalable, Translatable and Rotatable
    - Sound editing and timing sequences
    - Detailed characters such as Unity Chan, Low poly cat asset, Ahri, Ashe, Brand and Anivia from League of Legends
    - Custom textures and materials

    See project

Languages

  • English

    Native or bilingual proficiency

  • Tamil

    Native or bilingual proficiency

  • French

    Professional working proficiency

  • Hindi

    Professional working proficiency

  • Japanese

    Elementary proficiency

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