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Student Reel 2015


Summer Update

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Student Reel 2015


Summer Update

See reel breakdown below or download PDF version

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Interactive Art-Driectable Refraction & Caustics Rendering


Cuda, Optix, C/C++, OpenGL, Qt/ PyQt, Maya, Python, Oculus Rift SDK 

Interactive Art-Driectable Refraction & Caustics Rendering


Cuda, Optix, C/C++, OpenGL, Qt/ PyQt, Maya, Python, Oculus Rift SDK 

The ray tracer renders Arbitrary meshes (even with huge number of faces), plus recursive refraction ray tracing as well as ray traced shadow in real-time. The GUI provides basic control for refraction and lighting interactively. Path tracing, photon mapping and ambient occlusion are also implemented. 

Camera and geometry data can be streamed into the renderer in real-time from Maya. The whole scene parsing functionality is work in progress, upon finish, artists can keep using the 3D software that they are familiar with to create a complete scene and they will get the final rendered result instantly in the render. 

The art-directable refraction technique is applied onto the camera, which I called it “artistic controllable refracted lens”. An image is read in as the refracted lens control image, resulted in an illusory and unreal world like in someone’s dream. I am also integrating this feature with Oculus Rift, so people can create shots by simply moving their head or a physical special camera with gyroscope and accelerometer. 

 

Cubist look world is created by simply loading in a cubist image has the look that I wish to have for my render result.

Responsible for all aspects.

Awarded by: NVidia Hardware Grant, Pixar Scholarship and Electronic Arts Award.

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Physically Based Simulation


Processing, Java, G4P, ProScene

Physically Based Simulation


Processing, Java, G4P, ProScene

Cloth: This simulator is based on the mass-spring system. Both Euler and RK4 numerical integration schemes were implemented. It supports particle-spring forces, wind force, and interactive collision response with arbitrary mesh. It also has support for sticky material. Dynamic/ static AABB tree structure is used for efficient cloth-mesh collision test. The simulator can run in real-time with a dense mesh loaded as a collider.

Rigid Body: This simulator can load multiple arbitrary meshes as rigid bodyIt supports interactive collision response with arbitrary mesh and rigid body themselves. Dynamic/ static AABB tree structure is used for efficient rigid body-rigid body and rigid body-mesh collision tests. The simulator can run in real-time with dense meshes loaded as rigid body and collider.

Black Hole: In this simulation, the particle emitter interactively emits helical particles. The gravitational force from the "black hole" is inverted, a vortex FX is created in the demo. There are much more possibilities in this simulator, with enough particles it can simulates galaxy.   

Responsible for all aspects.

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Beep Boop


Summer Industry Course with ReelFX Studios

Maya, RenderMan, Python, Nuke, Houdini, After Effects, Photoshop, Audition

Beep Boop


Summer Industry Course with ReelFX Studios

Maya, RenderMan, Python, Nuke, Houdini, After Effects, Photoshop, Audition

Project: This 30-second animation was produced in 10 weeks in collaboration with Catherine Hervey, April (Ford) Cereijo, Jay Jackson, Janelle Arita, and Laura Murphy under the direction of CG professionals from Reel FX Studios. I was the rigging and lighting leads on the team.

Rig: The rig features dynamic antenna, shutter eyelids, stretchy IK/FK, dynamic parenting and breakable hierarchy. Responsible for the character rigs. Cooperated with Laura Murphy on dynamic antenna and shutter eyelids rig.

Lighting: Responsible for creating lighting rigs and render paths in Maya as well as lighting/comping template in Nuke. Shots were rendered with RenderMan and then composited in Nuke. The final lighting is accomplished using Nuke.

Accepted into Siggraph 2014 Dailies: Dam Robots.

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Feather Generating Tool


Python

Feather Generating Tool


Python

The tool allows the user to interactively assemble feathers rig for wing. The goal of the tool is to exempt the artist from the tedious rigging process and to create feathers and rigs with artistic appealing wing and fully functioning controls in a short time. 

Responsible for all aspects.

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Composited Short: Bowlfish


Maya, After Effects, Final Cut Pro

Composited Short: Bowlfish


Maya, After Effects, Final Cut Pro

This composited short was produced in collaboration with Cong Wang and Meijie Lu under the direction of 
Dr. Ergun Akleman. I was the director on the team.

Responsible for directing, rigging, animation, storyboard, layout, cinematography, editing, lighting, rendering and compositing.