CG:Skeelogy
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TAG :: fluid simulation
SECTION MENU
     + Real-Time Height Field Water Simulation
     + Burning Poster
     + Burning Torch
     + Pyroclastic Smoke Test
     + Swarm Movement Test
     + Fire Simulation Test
     + Stable Fluid Running On Zune
     + Smoothed Particle Hydrodynamics 2
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
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
Individual
BURNING TORCH
Houdini Pyro FX - Torch drops onto fuel on the ground and sets it on fire
DATE
TYPE
EFFORT
Jul 2011
Pyro Effects
Individual
PYROCLASTIC SMOKE TEST
A test on getting some pyroclastic smoke in Houdini
DATE
TYPE
EFFORT
Jul 2011
Smoke Effects
Individual
SWARM MOVEMENT TEST
Houdini - Swarm movement test with the help of a fluid sim
DATE
TYPE
EFFORT
Jul 2011
Fluid Sim
Individual
FIRE SIMULATION TEST
Fire simulation done using the smoke solver DOP in Houdini
DATE
TYPE
EFFORT
Jul 2011
Pyro Effects
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
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
 
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.