CG:SKEELOGY
CG:SKEELOGY
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FEATURED PROJECTS
Soft Body Tutorial: Program soft bodies in XNA!
Cloud Guardian: Shape the Orb to fix clouds!
Muskeelar: Muscle system for games
LATEST UPDATES
  + SIGGRAPH Asia 2012   + Houdini 12 Pyro - Shape Settings Wedge Tests   + Featured in NUS Career Centre Guide 2012   + Credits in John Carter   + NUS Soc Speed Networking Session 2012
TAGS
ARCHIVES
 
 
TAG :: fluid simulation
SECTION MENU
     + Burning Poster
     + Burning Torch
     + Pyroclastic Smoke Test
     + Swarm Movement Test
     + Fire Simulation Test
     + Stable Fluid Running On Zune
     + Smoothed Particle Hydrodynamics 2
BURNING POSTER
Simulated a burning poster in Houdini - VOP SOP, SOP solver, cloth solver, Pyro FX, point cloud illumination using custom shader
DATE
TYPE
EFFORT
Aug 2011
Pyro Effects
Solo
BURNING TORCH
Houdini Pyro FX - Torch drops onto fuel on the ground and sets it on fire
DATE
TYPE
EFFORT
Jul 2011
Pyro Effects
Solo
PYROCLASTIC SMOKE TEST
A test on getting some pyroclastic smoke in Houdini
DATE
TYPE
EFFORT
Jul 2011
Smoke Effects
Solo
SWARM MOVEMENT TEST
Houdini - Swarm movement test with the help of a fluid sim
DATE
TYPE
EFFORT
Jul 2011
Fluid Sim
Solo
FIRE SIMULATION TEST
Fire simulation done using the smoke solver DOP in Houdini
DATE
TYPE
EFFORT
Jul 2011
Pyro Effects
Solo
STABLE FLUID RUNNING ON ZUNE
Implemented Jos Stam's stable fluid using XNA 3.0 so that it runs on the Zune MP3 player!
DATE
TYPE
EFFORT
Oct 2008
Fluid Simulation
Solo
SMOOTHED PARTICLE HYDRODYNAMICS 2
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control
DATE
TYPE
EFFORT
Mar 2008
R&D on Fluid Simulation
Supervised
 
CG:SKEELOGY
ABOUT ME
FX TD
Industrial Light & Magic
I am a Technical Director with strong interests in both the tech and artistic side of things. My life evolves round visual effects, photography, software engineering, tools programming and generally anything that looks and sounds cool.
I have done a variety of CG programming previously, including fluid simulations, muscle systems, soft/rigid bodies, raytracing etc. These theoretical and programming knowledge complement the visual works that I do as a TD in the VFX industry.
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Copyright © 2003-2013.
All works are original ones by Skeel, unless otherwise stated.