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Construct mesh from point cloud by computing implicit MLS function with marching cubes algorithm. The Algorithm is as follows: More Detailed Breakdown coming soon! Algorithm in Images: Experimentation with Grid Sampling Size
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Interactively deform 3D models by dragging user-set handles. Multi-resolution surface parameterization, deformed using naive Laplacian editing. Implements two approaches to mesh deformation: The above GIF shows real-time mesh interaction. Deformation Breakdown (More Implementation Details Coming Soon!)
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Experimentation with different methods for skinning and skeletal deformation. Skeletal Animation Computing Hamonic Skinning Weights on Selected Handles Handle Selection Skinning Weights Visualization Skeletal Animation Comparison of Animation Methods Linear Blend Skinning LBS propagates transformations using absolute translation and rotations. This method does not pay attention to rotation properties, particularly at the joints where…
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Procedural Houdini + VEX project that converts any faceted mesh to a collection of LEGO pieces. Lego-fy Node To perform the transformation, I created a custom node Legofy, containing the input mesh and lego-fying algorithm. Converting Mesh to Points Various Brick Types: Sloped and Flat Preventing LEGO Brick Intersections Since the implementation uses differing-sized…
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Here’s my HDA submission for SideFX’s H20 Tech Art Challenge in the Game Art Asset category. Overview I created a Houdini Digital Asset (HDA) that generates procedural water lily ponds. This tool is made to be used in Houdini and is intended for environment artists or modelers working on animations/games that involve building water…
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For my Procedural Computer Graphics project, we were tasked with creating a procedural bee in Houdini, a wonderful assignment crafted by our TA, Elyssa. However, I wanted to challenge myself by applying the same skills to create a different model. I ended up creating a (somewhat?) realistic bee. Here’s how I did it:
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Final Product Update A variety of textured carousels created entirely using the finished tool! To improve upon the first iteration tool, we decided to expand on the styles of carousels that the tool could generate. I worked on new procedural components like box/base types, non-animal figures, and additional options to the crown, column, and…
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Inspired by the Will-o’-the-Wisps from Brave, I created my own wisp using procedural noise tools in WebGL and Javascript. Check out my live demo HERE and my source code HERE. Breakdown WebGL Vertex and Fragment Shaders Creating the Wisp Wisp Body Wisp Arms Surrounding Effects and Interactivity
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This Red Jay Scene Graph was my first introduction to advanced concepts in C++, including inheritance and polymorphism, as well as graphics and UI tool-building. Leveraging linear algebra transformation sequences, I created a tree data structure wherein each node contains a transformation matrix, and child nodes inherit the transformations of their parent nodes. The result…
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Ceramic Tool After visiting the Delft Blue ceramic factory in the Netherlands, I was inspired by the art and craftsmanship behind the many types of pottery that the factory hand-produces. This Houdini tool allows an artist to create and customize their own ceramics. The artist can generate and structurally manipulate vases, teapots, bowls, cups,…