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 |
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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 |
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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 |
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PYROCLASTIC SMOKE TEST
A test on getting some pyroclastic smoke in Houdini
DATE |
TYPE |
EFFORT |
Jul 2011 |
Smoke Effects |
Individual |
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SWARM MOVEMENT TEST
Houdini - Swarm movement test with the help of a fluid sim
DATE |
TYPE |
EFFORT |
Jul 2011 |
Fluid Sim |
Individual |
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FIRE SIMULATION TEST
Fire simulation done using the smoke solver DOP in Houdini
DATE |
TYPE |
EFFORT |
Jul 2011 |
Pyro Effects |
Individual |
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PSEUDO CHAIN SIMULATION
Created a fake chain simulation using a soft body simulator
DATE |
TYPE |
EFFORT |
Nov 2008 |
Soft Body Physics |
Individual |
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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 |
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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 |
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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 |
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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 |
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FATS SIMULATION
Created fats jiggles for a game character using a series of simulation techniques
DATE |
TYPE |
EFFORT |
Mar 2008 |
Fats Simulation |
Individual |
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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 |
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