CG:SKEELOGY
CG:SKEELOGY
CATEGORIES
   VFX / CG
       + effects & simulations (8)
       + models (6)
       + rigs (7)
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       + film/lens effects (3)
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       + lomo (1)
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       + pinhole (1)
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   PROGRAMMING
       + artificial intelligence (2)
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       + computer vision (4)
       + game technologies (2)
       + rigging & deformation (4)
       + simulations (8)
   PROJECTS
       + games (4)
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   REELS
       + demo reels (4)
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   ME
       + events (10)
       + honours & awards (9)
       + movie credits (7)
       + updates (3)
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
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TAG :: Muskeelar
SECTION MENU
     + Muskeelar in CommunicAsia 2008
     + NUROP Congress 2008
     + Paper Accepted For CGVR’07
     + Hunter Hunted
     + Muskeelar
     + Full-Body Muscle Rig
MUSKEELAR IN COMMUNICASIA 2008
Muskeelar was showcased in CommunicAsia 2008, Asia's premier information and communications technology event
DATE
TYPE
EFFORT
Jun 2008
Showcase
-
NUROP CONGRESS 2008
Presenting my muscle dynamics work as one of the three plenary speakers in NUROP Congress 2008
DATE
TYPE
EFFORT
Feb 2008
Presentation
-
PAPER ACCEPTED FOR CGVR’07
My real-time anatomical muscle modeling research paper has been accepted for CGVR'07
DATE
TYPE
EFFORT
May 2007
Honour
-
HUNTER HUNTED
Placed a CG radioactive creature into live footage and blew up an existing bridge
DATE
TYPE
EFFORT
Apr 2007
Visual Effects
Group
MUSKEELAR
The muscle system for games. Implemented as Maya plugin and visualized in OGRE.
DATE
TYPE
EFFORT
Feb 2007
Rigging R&D
Supervised
FULL-BODY MUSCLE RIG
Created a full-body muscle rig using Muskeelar
DATE
TYPE
EFFORT
Feb 2007
Muscle Rig
Solo
 
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.