CG:Skeelogy
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     + First Prize In The Ziggyware Fall 2008 XNA Article Contest!
     + Introduction to Soft Body Physics in XNA
     + Pseudo Chain Simulation
     + Pseudo Slinky Simulation
     + Real-Time Cloth Simulation
     + Stable Fluid Running On Zune
     + Game Physics Demo Reel
     + Cloud Guardian
     + Soft Body Using Goal And Surface Springs
     + Run-Time Mesh Subdivision
     + Multi Object Type Collision
     + Fats Simulation
     + Smoothed Particle Hydrodynamics 2
     + Pressurized Soft Body with Local Deformation
FIRST PRIZE IN THE ZIGGYWARE FALL 2008 XNA ARTICLE CONTEST!
My soft body physics tutorial won the first prize in the Ziggyware Fall 2008 XNA Article Contest
DATE
TYPE
EFFORT
Dec 2008
Award
-
INTRODUCTION TO SOFT BODY PHYSICS IN XNA
Introductory tutorial on how to program soft bodies using XNA
DATE
TYPE
EFFORT
Nov 2008
Physics Tutorial
Individual
PSEUDO CHAIN SIMULATION
Created a fake chain simulation using a soft body simulator
DATE
TYPE
EFFORT
Nov 2008
Soft Body Physics
Individual
PSEUDO SLINKY SIMULATION
Created a fake slinky simulation by mapping an alpha texture onto a cylindrical soft body
DATE
TYPE
EFFORT
Nov 2008
Soft Body Physics
Individual
REAL-TIME CLOTH SIMULATION
Created a simple cloth simulation using a series of springs and length constraints
DATE
TYPE
EFFORT
Nov 2008
Soft Body Physics
Individual
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
Individual
GAME PHYSICS DEMO REEL
Showcases the implementations done for character physics, fluid physics and soft body physics
DATE
TYPE
EFFORT
May 2008
Demo Reel
Individual
CLOUD GUARDIAN
Fix the damaged clouds by shaping Astro Orb to fit the cloud holes as best as possible
DATE
TYPE
EFFORT
Apr 2008
3D Casual Game
Group
SOFT BODY USING GOAL AND SURFACE SPRINGS
Implemented soft body Physics using a series of goal springs and surface springs to achieve nice jiggling effects
DATE
TYPE
EFFORT
Apr 2008
Soft Body Physics
Individual
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
MULTI OBJECT TYPE COLLISION
Created a system where different types of objects (e.g. cloth, skin, fats, fluid) can interact with one another seamlessly
DATE
TYPE
EFFORT
Mar 2008
R&D on Real-Time Collision
Supervised
FATS SIMULATION
Created fats jiggles for a game character using a series of simulation techniques
DATE
TYPE
EFFORT
Mar 2008
Fats Simulation
Individual
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
PRESSURIZED SOFT BODY WITH LOCAL DEFORMATION
Implemented a Pressurized Soft Body model based on "Pressure Model of Soft Body Simulation" by Matyka et al, 2003. Added abiility to have local deformation by manipulating surface springs.
DATE
TYPE
EFFORT
Feb 2008
Soft Body Physics
Individual
 
ABOUT ME
Skeel Lee Skeel Lee
skeel@skeelogy.com
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Worked at Wētā FX, Digital Domain 3.0, Sony Pictures Imageworks, MPC, Industrial Light & Magic (ILM), Double Negative
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I am a 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.