Computer Graphics Projects
The following are projects that I am currently working on or have completed that are relevant to the field of Computer Graphics. Some of these projects were productions
that I did Effects or Character Effects for. The older projects were completed as part of my course work in college. When possible, I provide links that can be followed
to get more information about each project.
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Home
Working for PDI/DreamWorks Animation
Most recently I was an FX Lead on this sci-fi kids film. The Boov, trying to escape their enemy the Gorg, come to Earth and take over. Besides my work as a Lead, I also put a significant effort into developing the look, behavior, and tools for making “swarms” of gorg drones. This also included work on a "mega swarm" which was ultimately cut from the movie.
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Mr. Peabody & Sherman
Working for PDI/DreamWorks Animation
I was an FX Lead on this reimagining of a classic childhood cartoon. In this movie, the time traveling duo of Mr. Peabody and his boy Sherman adventure through both space and time.
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Rise of the Guardians
Working for PDI/DreamWorks Animation
I worked as an FX Animator on this epic movie. This animated film follows the trials and adventures of “The Guardians of Childhood”. My largest project in this film was developing a Naiad simulation and render passes for a magical “paint” river.
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Madagascar 3: Europe's Most Wanted
Working for PDI/DreamWorks Animation
I worked as an FX Developer and Lead for the third film in the “Madagascar” franchise. I developed tools and effects systems, worked on shots, and coordinated work between multiple departments on multiple sequences.
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Megamind
Working for PDI/DreamWorks Animation
I mainly worked as an FX Developer, but I also did some work as an FX Animator. My focus was on developing a
system that automates and assists FX artists with the demolition of roads.
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Monsters vs Aliens: Mutant Pumpkins from Outer Space (TV)
Working for PDI/DreamWorks Animation
I worked as an FX Animator for this television special. This spooky Halloween television special follows the characters
of “Monsters vs Aliens” as they investigate strange happenings in Modesto, CA. I worked on shots and developed a system for automating the lighting of fog.
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Bob's Big Break (DVD Extra)
Working for PDI/DreamWorks Animation
I worked for a short time as an FX Animator for this DVD extra. In this short, which accompanied “Monsters vs Aliens”,
Bob manages to help and ruin an escape planned by Dr. Cockroach and The Missing Link. I worked on one fire and smoke shot and collaborated with a large group of effects artists to quickly
finish another much larger fire and smoke shot.
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Merry Madagascar (TV)
Working for PDI/DreamWorks Animation
I worked as an FX Developer and an FX Animator for this television holiday special. This Christmas holiday special
has the original characters of “Madagascar” filling in for Santa Claus after accidentally shooting him out of the sky on Christmas Eve. My contributions included
shot work, effects system development, and tool development.
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Madagascar: Escape 2 Africa
Working for PDI/DreamWorks Animation
I worked as an FX Animator (credited) and as a Character FX Animator (not credited) on the movie
“Madagascar: Escape 2 Africa.” In this comedy,
the “zoosters” from the original movie escape from Madagascar via plane, only to crash somewhere in Africa. My contributions included shot
work and tool development.
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Polynomial Texture Maps
CSC 570: Computer Graphics Graduate Seminar
A “polynomial texture map” is a map that stores coefficients to a simplified lighting equation
per texel. Colors can then be generated for each texel on the fly using the coefficients and input lighting positions from
the scene. These maps can be built to fit data from input photos with known lighting locations. Polynomial texture mapping was
developed by HP Labs. For my project, I implemented both a real-time viewer, and a fitter for polynomial texture maps.
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HP Labs PTM Webpage: The primary source for
research and information regarding polynomial texture map implementation and use.
CSC 570 Project Page: The project page that I wrote describing
polynomial texture maps and my work.
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View-Dependent Texture Maps and Projected Texture Maps
CSC 570: Computer Graphics Graduate Seminar
For this project I explored the pro's and con's of view-dependent texture mapping and projecting
texture maps onto displaced geometry -- concepts that I had read about in “Modeling and Rendering Architecture from Photographs,” by Paul Debevec.
The outcome of my work was an OpenGL program that switched between different combinations of texturing techniques and use of displacement maps.
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Paul Debevec's Website: Here you can find much more information about
Paul's research, including links to the papers on modeling and rendering architecture from photographs, which I based my exploration on.
CSC 570 Project Page: The project page that I wrote describing
my exploration into view-dependent texture mapping and projected texture maps.
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Distributed Raytracer
CSC 473: Advanced Rendering Techniques / CSC 569: Distributed Computing
In CSC 473 I wrote a basic raytracer that supported a handful of features. These features included antialiasing, soft shadows, soft reflections,
soft refractions, texture mapping, normal mapping, constructive solid geometry, and polygonal meshes. In CSC 569 I took my raytracer and distributed it. Client
machines could be connected to a server machine to do work, there would be fault tolerance among the client machines, and the server would perform load
balancing between the clients.
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Distributed Raytracer Writeup: My writeup describing the features,
architecture, and implementation of my distributed raytracer.
Screenshot: A screenshot taken of a rendered scene. This scene contains
all of the aforementioned raytracing features.
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