Bolivia: Reconstructing the Past
Group research project directed by Dr. Norman Badler and Dr. Clark Erickson to accurately reconstruct a depiction of the hydraulic landscape of Pre-Colombian Baures, Bolivia. The goal of this project was to be able to create an interactive virtual environment that could be used to educate audiences about the time and location. The project is still in progress and has a class, CIS 106, dedicated to it.
Full Video
Credit - Myles Al Yafei, Josh Nadel, Youssef V Kamal, 2017
[Unreal Engine 4, Maya, MotionBuilder, Adobe Design suite, USGS Earth Explorer]
Physically-based Rendering
Physically-based path trace rendered spheres with varying metal reflective properties.
Credit - Alex McCraw, 2017
[C++]
Full CGI TV commercial for Êërįkåškø juice
Responsible for all aspects except for bottle's texture pattern design.
Bottle's Texture Pattern Designed by Rosapuchalt / Freepik.
Full Video
Credit - Jacky Lu, 2017
[Maya, Realflow, Python, Substance Painter, Arnold, Nuke]
Poppies
California poppies.
Credit - Felicia Chen, 2018
[Photoshop]
L-System Tree
A procedural tree generator using L systems.
Credit - Kathryn Miller, 2018
[WebGL, Typescript]
CandyLand MineCraft
A simplified version of Minecraft that is candy land themed. Features include procedural terrain, river and cloud generation, animated textures, interaction with the environment, shadow mapping, and a travelling Alpaca.
Credit - Kathryn Miller, Myles Al Yafei, Grace Gilbert, 2018
[C++, GLSL]
Eye Simulation
A realistic, expressive eye simulation that behaves according to emotion and behavior patterns.
Credit - Grace Gilbert, Christine Fu, Xuan Huang, 2017
[Maya, Python, Houdini]
Galaxy Shader
A fully procedurally-generated galaxy that was made with fractal noise and some other cool math.
Credit - Joe Klinger, 2017
[GLSL, ShaderToy]
Procedural Desert
The goal of this project is to create an environment that feels responsive and alive. We wanted to create an animated environment with interactive procedural animations and models. We were motivated by games like Jounery and DreamTank.
Credit - Linshen Xiao & Hanming Zhang, 2018
[WebGL]
There are a million
GPU particle system using WebGL2
Credit - Byumjin Kim, 2018
[WebGL2]
Phantom Lancer
A high-definition portrait model of Phantom Lancer from the game Dota 2. Heavy emphasis on facial anatomy and sculptural detail.
Credit - Josh Nadel, 2017
[Maya, ZBrush, Arnold]
Follow
Inspired by a summer hike and my fascination with dragons.
Credit - Aliya Chen, 2018
[Photoshop]
Heart planet
Heart created out of math. There are two lonely bunny moons revolving around the damaged heart.
Credit - Sang Lee, 2018
[WebGL]
Duck Never Fly
Using SDF(signed distance function)s and toon shading, I created the duck referred to in a GIF reference image.
Credit - Byumjin Kim, 2018
[WebGL]
Photon-Mapper
Monte Carlo Pathtracer complete with a Full Lighting Integrator, a BVH acceleration structure, multiple importance sampling, global illumination, focal distance changes, different light source types (point, spot, area), and photon mapping.
Credit - Hannah Bollar, 2017
[C++]
Deconstruction
A course project with the objective of reproducing a photograph. The reference image is a picture I took in Philadelphia. A lot of care was taken to match the camera perspective, the correct illumination of that specific day and time, the shadow silhouette of objects out of the frame, the reflections of the windows and the lighting contribution of the environment, and of course the models and surfaces in general. All the materials, except the street sign and one projected mural, are procedural materials made with Redshift nodes in Maya.
Credit - Mariano Merchante, 2016
[Maya, Redshift, Photoshop]