Topics
Two clusters, deliberately: geotechnical numerical modelling, and the practice of building engineering software that can be trusted.
Soil Mechanics
The fundamentals everything else rests on: classification from grading and plasticity, the Mohr circle, and the arithmetic that has to be right first.
Ground Improvement
Ground improvement geometry: jet grout column overlap, spacing, verticality tolerance, and what has to be proven before treated ground is relied on in design.
Offshore Wind
Geotechnics for offshore wind: floating foundation concepts, anchor and mooring systems, cyclic soil response, and structural health monitoring at distance.
Geotechnical FEM
Finite element modelling for geotechnical problems: element families, plane-strain and axisymmetric idealisation, staged construction and solver behaviour.
Constitutive Models
Soil constitutive models: linear elasticity, Mohr-Coulomb, Hardening Soil and small-strain stiffness, including the return-mapping details textbooks omit.
Verification
Verification and validation of engineering software: closed-form benchmarks, tolerance selection, regression suites and what makes a result trustworthy.
Consolidation & Flow
Groundwater flow and consolidation: Terzaghi and Biot theory, coupled formulations, time integration, drainage boundaries and pore pressure dissipation.
Engineering Software
Building engineering software engineers can trust: replacing spreadsheets with tested tools, reproducible calculations, versioning and documenting assumptions.
Numerical Methods
The numerical machinery underneath engineering analysis: sparse direct solvers, Newton iteration, quadrature, conditioning and floating-point behaviour.
Scientific Computing
The implementation layer beneath engineering analysis: floating-point determinism, memory layout, sparse data structures and the C that carries a solver.
Demoscene
Demos written in C with no assets at all: every pixel and every audio sample computed at runtime, and the techniques that make that possible offline.
Graphics Programming
Software rendering with no GPU: signed distance fields, sphere tracing, linear-light framebuffers, bloom over a mip pyramid, tone mapping and dithering.
Audio DSP
Sound synthesised from arithmetic: band-limited oscillators, state variable filters, envelopes and reverb, and the aliasing that decides how they sound.
Systems Programming
C and C++ close to the machine: memory layout, atomics and thread pools, what the compiler is allowed to assume, and measurements that settle it.
Site Data
Working with site investigation data: CPT and borehole records, correlations and their limits, automating the path from raw field data to design parameters.