Project See-Saw
Entertainment Technology Center
Carnegie Mellon University
Cloth Simulation
I implemented a mass-spring model cloth by referencing the paper “Deformation Constraints in a Mass-Spring Model to Describe Rigid Cloth Behavior” and “Robust Treatment of Collisions, Contact and Friction for Cloth Animation.” Tools: OpenGL, Linux. |
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I extended the previous model and added collision detection. Resolved collision by applying the method in the paper “Resolving Surface Collisions through Intersection Contour Minimization.” Tools: OpenGL, Linux. |
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I implemented the paper “Stable Fluid” and added vorticity confinement according to paper “Visual Simulation of Smoke.” Tools: OpenGL, Linux. |
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An interactive game which is made in course “Building Virtual World.” I used CG shader to create glow, doppler, thermal and vibrating effects. I also did event scripting for the gameplay. Tools: Panda3D, Python, CG. |
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In this one semester long project, I am the effects programmer/artists. I integrated the Ogre3D particle editor into our effects workflow, so the developer can create effects efficiently. On the other hand, I also created many effects for the game. Anytime the player triggered an in-game ability, there will be an effects played according to the animation of character. Depend on how strong the spell is, the effects might be exaggerated or downgraded. All this modification can be done in script so there is no need to change the codes or re-compile for the game. Tools: Ogre3D, MS.Net, IrrXml. |
[download video] |
I wrote a recursive ray tracer which supports basic Phong shading, shadow, reflection, refraction, caustic, anti-aliasing and texture mapping for the course project(Computer Graphics) in CMU. Tools: OpenGL, Linux. |
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