Sunday, September 30, 2012

Independent Study

Last semester (Fall 2012) I worked on an independent study with Sean Lilley and Nop Jiarathanakul. We implemented voxel cone tracing based on Cyril Crassin's Gigavoxels thesis. There is a lot more information here: http://realtimevoxels.blogspot.com/

Sample video


Demo Reel (2012)

Note: This video doesn't contain my recent projects.



Breakdown


Part 1 - Real-time reflections and refractions. This was my final project for the GPU Programming and Architecture class that I took in Spring 2012. The main approach is to use deferred rendering to capture scene information like positions, normals, colors, and other material information and then perform ray-tracing over that data in screen space. This technique works well because it is independent of scene complexity. I have a slightly improved version of the technique in the more recent game engine video.

More info: http://ianlilleycis565.blogspot.com/
Code: https://github.com/IanLilleyT/Real-Time-Reflections-OpenGL

Part 2 - Denting and deformations. This was a two-person project for Physically-Based Animation from Spring 2012. We created an extension to the Bullet Physics library that allows for fast deformations of objects. This technique would be great in a game that has interactive destruction and deformation of environments.

Code: https://github.com/sebby64/Plasticity

Part 3 - Jello simulation. This was another project from the Physically-Based Animation class. The jello is a mass-spring system that uses RK4 integration (http://en.wikipedia.org/wiki/Runge%E2%80%93Kutta_methods).

Saturday, September 29, 2012

Demo Reel (2011)

Note: This video shows some of the projects I worked on during highschool and the first couple years of college.