Demo Reel
Project Guidance
Procedual Generation

Procedually Generated Jellyfish
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Developed a soft-body jellyfish model (including bell, arms, tentacles, organs, and veins) in Houdini
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Created the simulation with realistic hair and cloth physics, procedural animation, and point deformation using the Vellum framework
Unity Tools

Unity Tool -- Curve Editor
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Developed a Curve Editor in C++ for Unity, featuring advanced spline interpolation techniques for Bezier and Hermite splines
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Integrated multiple Bezier computation methods (Bernstein, De Casteljau, and Matrix approaches)
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Implemented robust rotation interpolation methods (such as cubic and SLERP) for Euler angles and quaternions

Unity Tool -- IK/FK Editor
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Developed an IK/FK Editor in C++ for Unity character animation
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Implemented hierarchical transformations for Forward Kinematics (FK) and advanced methods like limb-based IK and CCD IK for Inverse Kinematics (IK)
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Extended functionality to Unity with a guide joint system for continuous walk cycles and Foot IK for adapting character movements to uneven terrain
3D Environment Render

Astrologist's Den
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Rendered an astrologer's den in Maya, handling modeling, texturing, rigging, skinning, lighting and rendering
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Crafted detailed PBR materials with realistic texture maps (e.g., normal, height, diffuse) using Photoshop

The Retro TV Fish Tank
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Modeled a retro TV, game console and controllers in Maya for later use as a fish tank
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Textured and applied materials in Substance Painter, and imported them into Unity for implementation
Shader Development

Japanese Town
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Created a variety of stylized shaders using HLSL and Unity Shader Graph, including a multi-light source 3-tone toon shader (for the tree), gradient shader, and vignette effect, designed to replicate the visual style of a reference image.
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Utilized custom light attenuation to add a purple tint to the shadow in the gradient shader graph, blending the original shadow color with a purple hue for a stylized effect
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Optimized shader performance by implementing an efficient post-processing outline shader based on edge detection, which is independent of scene complexity compared to the traditional normal-based approach
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The 2D art reference:


Jade Island Simulator -- Water & Foliage Movement
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Implemented a water surface shader and vivid foliage simulation via techniques like noise-driven UV and vertex animation in Shader Graph for the game Jade Island Simulator
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Created a falling leaves effect using particle systems/VFX Graph and modeled various assets in Maya, including ancient Chinese residential buildings and roads.

Pixelation and Cloud Shader
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Created a pixel shader that produces a retro, blocky effect by snapping UV coordinates to a pixel grid using a dynamic pixelation factor
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Used Voronoi noise and time-based movement to produce animated pixel clouds
Computer Graphics

Ray Tracing
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Developed a backward ray tracer with soft shadows and recursive reflection using C and OpenGL

Heightmap
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Created a heightmap renderer that can convert a grayscale or RGB texture into an interactive 3D map
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Rendered the heightmap in three different modes: points, lines, and solid triangles

Roller Coaster
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Created an animated roller coaster simulator based on Catmull-Rom splines
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Rendered using Phong shading and applied texture mapping
