Projects


    P
olygonal vornoi diagram insertion & deletion


Medial axis

A*


    T
exture based polygonal voronoi diagram


Convex geometry to silhouette converter

Explicit corridor maps


Navmesh and pathfinding algorithm utilizing the properties of a polygonal voronoi diagram. Pathfinding uses A* and knows the closest geometrical point along each path, allowing agents of all sizes to navigate the same navmesh. The navmesh generation is in C# and creates a voronoi graph with medial axis that utilize the gpu. My cpu implementation is completely different using local insertion and deletion of cells on the cpu and is in C++. This method updates the voronoi map in near-constant time and can be found here. Main paper used for inspiration here.


Features

Special Effects


A variety of effects with a wide range of techniques using my own CG framework and OpenGL.



Features:


    A
nimation blending


Outline shader

Soft particles

Direction, Spot, and Point lights

Depth of field

Water reflection


    H
eat distortion


Simulated water

Reflection & refraction cube mapping

Shadow mapping

Beers law

HSV correction


    D
iffuse & normal mapping


Shore softness

Water reflection

Lensflare

Procedural day & night cycle

Software Rasterizer


A rasterization program which simulates the complexity of rendering actual complex 2D/3D geometry. All the rendering is done on the cpu.

 


Features:


    T
extures


Backface culling

OBB frustum culling

Perspective & sub-pixel/texel correct


    P
arenting system


Clipping

Inset

Obj loader


    D
eferred  shading


Deferred lighting

Forward rendering

Interlaced alpha rendering

Glow

Cubemap reflections


    G
aussian & Cross sample anti-aliasing


Volumetric light scattering

Custom model format

Directional, Spot, and Point lights


    W
orld & screen space SSAO


N bones per vertex GPU skinning

Directional lights

Texture masking

Object selection buffer

Deferred Rendering


An OpenGL render engine supporting forward rendering, deferred shading, and deferred lighting rendering pipelines. Each pipeline is measured and documented. In addition to raw performance I also looked at how well certain post processing effects could be integrated for each pipeline. [Link to document]

 

Features:



    R
ealtime procedural  textures


Realtime procedural  terrain

Perlin noise

Texture blending


    V
oronoi diagram


Cellular / worley noise

Fractional brownian motion

Procedural spheres & cylinders

Procedural Terrain


An application that uses a variety of algorithms to procedurally generate primitives, textures, and (infinite) terrain in OpenGL.



Features:


GPU Cloth Simulation


Cloth simulation on both cpu and gpu (OpenCL). GUI was done with GWEN.

 

The cloth uses Verlet integration and iterative constraint satisfaction of structural, shear and bending springs. In the application you can play with certain spring settings, including damping, rest length, spring iterations per cycle, and number of total iterations per cycle.