Side Effects Internship
During my time at Side Effects Software I helped test and develop their new cloth solver- which now handles plastic deformation and dynamically changing topology (tearing):

(Character animation by David Huang, using Houdini's shelf character)
I also did some work with the new pyro tools (fluid simulation):
Here's a texture mapping experiment that worked out; as soon as the geometry begins to move, the UVs from the camera projection are nailed down, and the frame number it started moving at is stored on that point. This allows me to texture each quad with 4 possible frames of the background video, and automatically blend between a constant shader and a lighting model. Now I have an automated camera mapping system that I can blow whatever I want up with (provided it starts moving whilst in frame).