Projects | Tutorials

Facial Blendshaping Project(Winter 2008 Personal):

A small project aimed to test out facial blendshaping on my RaptorBlood model. Also used to create some controls in MEL.



Technical Animation Projects (Spring 2007 Class):
The technical animation course at Carnegie Mellon University teaches about animation techniques such as key frame interpolation, inverse kinematics, and simulation techniques such as cloth and fluids.

 

Fluids Air Hockey Game: Flockey

flockey screenshot

Flockey is an air hockey game built on top of a fluid simulation system. Your "paddles" emit fluids which move the ball around. We used Jos Stam's paper to implement our fluid because it is very reasonable in the performance and gives reasonable effects. Plasmapong is the original game that inspired our game. I worked on the project with two other students: Giray Ozil and Prezemek Iwanowski.

 

Download and try the game for yourself (caution: it will start very suddenly, so be ready. Also, you need glut to run the game, which is included.) or check out the video.

 


Cloth Simulation: Wrote a cloth simulation plug-in for Maya.

Screenshot of System in Action embedded in Maya
I used the verlet integration technique with a spring/damper mass model for my simulation. I also added an Axis Aligned Bounding Box Acceleration structure for my collision handling. This allowed me to do collisions with meshes with thousands of polygons, like the raptor character in the video below.


Video of Cloth Simulation in Action



Art and Animation Studio (Spring 2007 Project):

RaptorBlood Model
The Art and Animation Studio is a project that does artwork in a similar fashion to a real studio. The studio takes clients (such as ETC projects and faculty projects) and creates contracts with them to do artwork. We provide 3D modeling, texturing, rigging, and animation as well as graphic design, compositing, video editing, and 2D conceptual art to our clients.

 

The studio also provides with a chance to become better at our own art with a personal project. My personal project is my character, RaptorBlood. I modelled, textured, rigged, and animated him. I used MEL scripting to make the character set up simpler and easier to work with.

Click HERE to see a WIP(work in progress) of my personal project!



Building Virtual Worlds (Fall 2006 Course):
A project course where interdisciplinary teams create immersive vitual worlds using various innovative input methods such as VR helmet, Jam-o-drum, and much more. Students use Panda3D to rapidly create virtual worlds in 2 weeks or less.

 

The Bounty Hunter

Role: Modeler, Animator
Team: Robert Russo, Ki Chung, Anuja Parkih
Platform: Head Mounted Display

Help Vince, the bounty hunter escape with her sister Nina. Watch out for the big brute, Vick! Responsibilities included modeling and animating models.

Video

Bounty Hunter
Simba's Star Gazing

Role: Modeler, Animator, Producer
Team: Ashutosh Mimani, Dae Hong Kim, Daniel Cohen, Masato Ikura
Platform: Laser Pointers

Watch Mufasa tell a story about the past of Pride Rock with laser pointers and constellations. Responsibilities included modeling and animating models, and producing.

Video

Simba's Star Gazing
Dragon Slopes

Role: Modeler, Animator
Team: Andy Jih, Bill Manegold, Mia Le, Masato Ikura
Platform: Projection Screen and Ski Prop with tracker

Guide your dragon to the bottom of the slope while avoiding obstacles. Responsibilities included modeling and animating characters

Video

Title by Mia Le


Subsurface Scattering Implementation of a Monte Carlo Distributed Ray Tracer (Spring 2006)

Single Scattering venus Statue using SSS

Team: Victor Kwok, Brendon Rehon, Justin Wick, Masato Ikura
Impelmented a distributed path tracer using framework from CS667: Physically Based Rendering. Goals included creating a path tracer for GI, including single scattering and multiple scattering terms for subsurface scattering, and creating a KD tree structure for Irradiance caching. Implemented using Jensen 01 paper. Responsibilities included creating path tracer and computing single scattering term.


Wood BRDF Model Demo (Fall 2005)

Wood BRDF screenshot

Implemented a demo for Steve Marschner for his Wood BRDF model developed at Cornell University by creating an interactive demo using OpenGL and Cg. The demo is available for view using stereoscopic goggles for a 3D feel.


The Lab Moose: Computer Animation (Fall 2004)

Lab Moose


Made a short animated film using 3DS Max and Premiere. The short film is about fat moose, a lab moose who gets attacked by a huge creature in his lab. Responsibilities included modeling, texturing, animation, and editing.

Download Here



Mouse Madness! (Spring 2004)

Screenshot1Screenshot2

Team: Victor Kwok, Masato Ikura
Made a 3D game in the course CS467/468: Interactive Graphics and Practicum using Java, Open GL, and Cg. Features include semi fresnel reflections, animated mouse and blal, rigid body collision detection, and particle effects.
Project also received Top project award for the course.