CG:Skeelogy
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REAL-TIME HEIGHT FIELD WATER SIMULATION
Created a real-time height field water simulation from scratch using JavaScript and GLSL
DATE
TYPE
EFFORT
Aug 2013
Water Simulation
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
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
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
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.