Coded a web interface that has multiple user interactions.
C++, CIS 563 Physically Based Animation @ Penn, April 2013
Implemented a fluid simulator along with my teammate Adair Liu based on the paper Particle-Based Fluid-Fluid Interaction.
I was responsible for implementing obj loader, porting to Maya and rendering.
Design/Prototype, Product Design @ Wharton, April 2013
Designed, prototyped and marketed a collapsible water bottle product. The prototype was modeled in Maya and then 3D printed. I initiated the idea, led the design and making of the prototype and the sell sheet.
My teammates were Austin Levitt, Lakshmi Boorgu and Guansen Zeng.
C++, CIS 563 Physically Based Animation @ Penn, March 2013
Implemented an incompressible fluid simulator with a Semi-Lagrangian approach based on Navier-Stokes equations. The material that I referred to was Fluid simulation: SIGGRAPH 2007 course notes.
C++, CIS 563 Physically Based Animation @ Penn, January 2013
Implemented a 3D mass-spring particle system to simulate jello animation.
Process included Forward Euler and Midpoint integration, collision detection, importing and rendering in Maya.
Designed and created my personal website in 3 weeks and was obsessed with the process.
Ruby on Rails/CSS/Jquery, Freelance, January 2013
Designed and created the International Chinese Language Teacher Society website for my friend.
C++, CIS 560 Computer Graphics @ Penn, December 2012
Implemented a 3D ray tracer from scratch in C++.
Process included creating a 3D scene graph, creating primitives (sphere, cube, cylinder) and meshes (surface revolution and extrusion), and implementing the ray tracer using the modified Phong shading model. The ray tracer can render reflectivity, transparency and refraction.
C++, CIS 560 Computer Graphics @ Penn, September 2012
Implemented a volumetric renderer from scratch and then generated some nice clouds with it.
Used a voxel buffer data structure to store voxels and implemented ray march process which gets data from the voxel buffer.
Used Perlin noise to generate clouds, pyroclastic, cottons and cloudy sky images.
Maya, COMM 564 Digital Image @ Penn, December 2012
Made a short animation introducing the scientific concept Flatland and 4D space.
I created the storyboard, did the voice over, made the Maya animation and composed in After Effects.
The main purpose of this project was to illustrate and communicate the concept clearly.
Unity3D/C#, CIS 568 Game Design Practicum @ Penn, December 2012
Designed and developed a physically based game with my classmates Tiju Thomas and Zakiuddin Shehzan Mohammed.
Bounzzz is a 2D side scroller arcade style game. The player is given a ball which he has to balance and not let it fall on the ground.
I was responsible for game art, UI design and development.
Unity3D/C#, CIS 568 Game Design Practicum @ Penn, September 2012
Designed and developed a game with Unity3D.
Process included implementing the classic Asteroid game following a tutorial, coming up with a new gameplay based on Asteroid, and then implementing the new gameplay.
I was responsible for every aspect of the game including art, sound and coding. It was a lot of fun.
Ruby on Rails/jQuery/CSS, Front End Developer Intern @ Betterific, Fall 2012
Betterific is a start up company that focuses on innovation, user experience and crowdsourcing. I worked with Micha Weinblatt (CEO) and Brad Cater (CTO).
Designed, developed and tested a UI prototype for a gesture based drawing tool using HCI methods.
Maya C++ API/MEL, CIS 660 Advanced Computer Graphics @ Penn, May 2012
In this project me and my teammate Aparajith Sairam implemented a Maya Non-Photorealistic Line Drawing Tool based on SIGGRAPH 2010 paper: Programmable rendering of line drawing from 3D scenes [Grabli et.al]
I was responsible for implementing GUI and rendering effects.
Maya, FNAR 646 Advanced 3D Modeling @ Penn, May 2012
I followed Six Tuts on Light and Shade tutorial to learn Maya lighting techniques as well as did some experiments by myself.
C++, CIS 563 Physically Based Animation @ Penn, March 2012
Implemented rigid body simulation with C++.
C++, CIS 562 Computer Animation @ Penn, December 2011
Implemented curve editor, BVH player, particle system, behaviour model in C++.