Projects
iPASS (interactive Pixel-Accurate Shading of Surfaces)
iPASS (interactive Pixel-Accurate Shading of Surfaces) is a research project of SurfLab, University of Florida. It takes advantage of DX11 Tessellation Engine to simulate Reyes rendering to do pixel-accurate shading of Bézier surfaces.
Implementation of the paper "Enrichment Textures for Detailed Cutting of Shells (SIGGRAPH 2009)"
This project simulates a physical process of tearing a paper using the “Enrichment Texture” introduced in this paper. The values in this texture are continuous in its domain except the location of the crack. Enrichment texture is bound to the polynomial surface to determine how vertices move in 3D space by accessing to this texture and it is also used to simulate cutting details on the crack just using a coarse mesh.
Demos
Screen Space Ambient Occlusion in StarCraft II
This demo is a implementation of the Screen Space Ambient Occlusion (SSAO) technique used in the game StarCraft II according to the explanation in a SIGGRAPH 2008 game course “StarCraft II Effects & Techniques”.
Cube Mapping: Reflection & Refraction
This demo simulates a simple light reflection and refraction effect via cube mapping. The refraction effect here actually is a mixture of both pure refraction and reflection.
Geometry Instancing: Bézier Surface
This demo is an implementation of the paper “Jörg Peters, Leif Kobbelt, The Platonic Spheroids” to draw some sphere-like objects formed by multiple smoothly connected Bézier patches in GPU via geometry instancing.
Geometry Instancing: B-Spline Curve
This demo is a simple implementation of creating any-degree B-spline curve in GPU via geometry instancing
Art works
watch assembly animation
Car model (Ford Mustang 1964)
Cellphone model (NOKIA 3230)