CG:Skeelogy
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@ programming > rigging & deformation
SECTION MENU
RUN-TIME MESH SUBDIVISION
Subdivision algorithm is used in a game to fit a high-res mesh to a low-res mesh to save calculations
DATE
TYPE
EFFORT
Apr 2008
Mesh Manipulation
Individual
FATS SIMULATION
Created fats jiggles for a game character using a series of simulation techniques
DATE
TYPE
EFFORT
Mar 2008
Fats Simulation
Individual
IK USING JACOBIAN MATRIX
An IK solver written in OpenGL to control a joint chain
DATE
TYPE
EFFORT
Apr 2007
CG Programming
Individual
MUSKEELAR
A muscle system for games. Implemented as a Maya plugin and exported into OGRE for real-time visualization.
DATE
TYPE
EFFORT
Feb 2007
Rigging R&D
Supervised
 
ABOUT ME
Skeel Lee Skeel Lee
skeel@skeelogy.com
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Senior FX TD / R&D
Digital Domain 3.0 (Previously at Sony Pictures Imageworks, MPC, Industrial Light & Magic, Double Negative)
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I am a Senior Technical Director with strong interests in both tech and art. My life evolves round VFX, photography, software engineering, tools programming and generally anything that looks / sounds cool.
I have done a variety of CG programming, including fluid sims, muscles, soft/rigid bodies, raytracing etc. These knowledge complement the visual works that I do as a TD in VFX.
I was interviewed by The Straits Times in May 2014 for my VFX work in X-Men: Days of Future Past.