“Mr. P” is a 1/10 scale plastic figure inspired by “Garageband” project. Main guitarist singer in former project is realized via ABS 3D printer and detailed with acrylic paint and a little LED throwie gimmick to generate illumination from inside of pumpkin head.
This project is practice to explore CUDA optimization with Convoluiton filter application from nvidia's CUDA 2.0 SDK. ConvolutionSeparable approach in SDK provides most performance gains. With various parameters and configuration, more than x50 speed-up is obtained comapred to most basic naive unoptimized method.
During the past few years, there has been many of interesting studies especially in realistic skin rendering in realtime graphics. Most importantly all these advances rely on high performance programmable GPU. This project explores and integrates those techinques for realistic human face rendering especially using subsurface scattering (SSS).
Based on nvidia's CUDA SDK sample application, I developed galaxy collision simulation with n-body interation algorithm. Milky way /Andromeda galaxy dataset is used (link). In general, n-body simulation requires N square complexity of computation or N square memory space to reduce some of its computation (compute acceleration / velocity / position of bodies). To achieve fast simulation, simulation utilizes GPU's highly paralleled processing unit with CUDA.
Face Rendering project using GLSL is to implement shader programs to render human face model instead of using OpenGL's fixed pipeline shading. To practice GLSL shader, two vertex shaders and two pixel (fragment) shaders were implemented.
Vertex shader is used to animate facial expression (aka blendshape) and mesh morphing that mimicks face unwrap based on texture UV coordinate. A few post-processing style compositors are realized via fragment shaders.
In collaboration with Hyejung Hur and Don Olmstead, “Garageband” is a short computer animation created using Autodesk Maya and MotionBuilder software. The band consists of three band members, a guitarist (pumpkin head singer), a percussionist (skeleton dancer), and drummer (monstrous beast). All three characters’ animation is acquired via a full body motion capture system and retargeted in MotionBuilder and Maya.
“Motion Viewer” is small low burst motion playback and retarget utility software for Vicon motion data (v file). Viewer support full body rigged character animation using captured motion files as source of animation. Multiple character synchronization and real time animation control interface are provided. Implemented in C++ with Object-Oriented Rendering Engine (OGRE) and Crazy Eddie’s GUI libraries.
This project is about making vivid desktop stempede in short. With boids simultion, subtle small desktop gadgets moves around desktop like flock of birds. So, what moves? "Dozens of Paperclips or Pencils or..."
“Shall We Dance?” is a short computer animation inspired by the gingerbread dancing sequence from movie Shrek 2. Lonely gingerbread character envies the Gingy dancing with Tinkerbell on TV and eventually dances with a fork on a table. Modeling and Animation is done in open source Blender tool. Character motion is manually keyframed in Blender’s animation track.
High Stakes Poker, 12/2007
In collaboration with Hyejung Hur and Geoffrey Brown, “High Stakes Poker” is a full 3D single player poker game developed in Computer Game Design class. Main opponent character is designed in full 3D skeletal model with motion capture animation. Game provides smart tips and intelligent character behavior based on poker game logic. Game play uses Wiimote controller to interact with cards and each actions for poker game play. Implemented in C++ using Object-Oriented Graphics Rendering Engine library.
“PAN” is an interactive visual installation that facilitates collaborative performance. It provides a space for delightful activities that invites the audience to participate in its synthetic movement. By interacting with a tangible Pan interface, the installation renders tabletops with a new aesthetic that is generative and organic. This project was my MFA thesis work.
“BOUNCING SPACE” aims to create the relationship between the concept of sound and motion. From our expectation, moving objects usually produce sound in real, a user creates motion of the primitive objects and each object generates sound. The second concept came from the reverse of this general idea. It is “from sound to motion.” Every moving object base on simulation of physics via Open Dynamics Engine (ODE)
“3.D.UO. PAD” is an interactive 3D sketchpad. In immersive 3D display systems such as CAVE or CWALL, the user can draw and carve sketchpad. One can select and assign 2D image as texture for sketchpad and morph the pad dynamically by color values of texture image pixels. Once the work is finished, the result can be saved and loaded later in real time.
Indiana IDEAS Festival Page (best work in Virtual Reality Environment session)