Just ask yourself: “What do I want to learn?”. This is a good time to start learning something new, something that interests you.
Where are these topics applied in real life? Please visit the research page, and remember that fluid dynamics, elasticity and plasticity, and meshing are the bases for videogame engines, movie animations, and of course, scientific computing.
Some of these theses could be performed in external companies.
Oculus are hardware systems for Virtual Reality, using projectors and sensors such as accelerometers and gyroscopes. VR systems can be employed in games, as well as in simulators.
Generating a mesh that can be used in gaming, movies, or in scientific software is not easy. Lots of algorithms are out there, and may be improved.
A moving fluid surface is hard to simulate, especially if you take into account thermal effects. The Lattice-Boltzmann approach is new and very promising especially for the animation industry.
Animations are basically deformations of shapes. If we have an animation, we should be able to transport its deformation on another character.
An insteresting rendering in both gaming and moveis is particle dynamics. Simulating and rendering a beam of particles leads to very nice animations.
Elasic analyses and simulations are employed in movie renderers, videgames, and of course, engineering software. Although is seems simple, there are still cool problems to be tackled.
Non linear elastic heart animation with Finite Elements.
Cache-oblivious data structures on power dissipation.
Out-of-core DNA analysis on mobile devices.