Got a meeting with him tuesday afternoon at 4:15pm, so I've got tomorrow and tuesday early afternoon to bone up on the subject a bit more and get ideas scribbled down so I can meet with him vaguely organised.
D3D it looking like my API of choice now, with Vista + D3D10 allowing me to play with Geo Shaders via software emulation (even if it does result in minutes per frame [wink]), as pointed out by Jack in a comment below, and the better R2VB setup ATI have on D3D when compared to OGL (lack of PBO extension = teh suck) means it's looking like the best tool for the job.
The work last year was infact done with C# and MDX, however as I'm gonna have to go with D3D9 AND D3D10 I think I'm gonna stick with C++ and try and abstract things a bit to make my life easier.
Anyways, it all looks good.. I've even got a few ideas to get around the issues the guy who did it last year didn't crack (such as applying this to any model..)