Worked with Guang Hui Chen, a fellow student at USC, to implement parallel ray tracing ambient occlusion on the GPU using CUDA.
This is a sentry Gun based off the TF2 Level 1 Sentry, redesigned/simplified for 3D printing.
This displacement shader, created for the final project of my 3D Graphics Shaders class, uses worley cell noise combined with turbulence to create bark cracks.
Small particle system built on top of three.js
3D Facebook Flying Game utilizing Away3D 4.0 and Flash Player 11.
First time trying the OverBurn Effect (Fluid Shaded Particles)
3D Map demo for the Annenberg School of Communication
Same gallardo from the 3D Compositing Project with some modeling/rendering improvements.
Subdivision surfaces model from the anime Code Geass with HDRI render.
PyMEL tool for maya that fixes non-planar quads.
Cloth Simulation on the GPU using OpenGL Python binding with floating point textures for data computation.
Solving and animating joint chains in Flash AS3 through the Inverse Kinematics Jacobian Transpose Method.
3D assets and animation composited on top of a background plate with HDRI reflections.