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Demo Reel

Project Guidance

Procedual Generation

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Procedually Generated Building 
  • Developed a procedural building generator in Houdini

  • Dynamically adapted to varying floor dimensions and intelligently placed procedurally generated doors, windows, balconies and props based on predifined rules

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

Unity Tools

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Unity Tool -- Curve Editor
  • Developed a Curve Editor in C++ for Unity, featuring advanced spline interpolation techniques for Bezier and Hermite splines

  • Integrated multiple Bezier computation methods (Bernstein, De Casteljau, and Matrix approaches)

  • Implemented robust rotation interpolation methods (such as cubic and SLERP) for Euler angles and quaternions

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Unity Tool -- IK/FK Editor
  • Developed an IK/FK Editor in C++ for Unity character animation

  • Implemented hierarchical transformations for Forward Kinematics (FK) and advanced methods like limb-based IK and CCD IK for Inverse Kinematics (IK)

  • 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

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Astrologist's Den 
  • Rendered an astrologer's den in Maya, handling modeling, texturing, rigging, skinning, lighting and rendering

  • Crafted detailed PBR materials with realistic texture maps (e.g., normal, height, diffuse) using Photoshop

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The Retro TV Fish Tank
  • Modeled a retro TV, game console and controllers in Maya for later use as a fish tank

  • Textured and applied materials in Substance Painter, and imported them into Unity for implementation

Shader Development

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Japanese Town
  • 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.

  • 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

  • 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

  • The 2D art reference: 

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Jade Island Simulator -- Water & Foliage Movement 
  • 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

  • Created a falling leaves effect using particle systems/VFX Graph and modeled various assets in Maya, including ancient Chinese residential buildings and roads.

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

Computer Graphics

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Ray Tracing
  • Developed a backward ray tracer with soft shadows and recursive reflection using C and OpenGL
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Heightmap
  • Created a heightmap renderer that can convert a grayscale or RGB texture into an interactive 3D map
  • Rendered the heightmap in three different modes: points, lines, and solid triangles
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Roller Coaster
  • Created an animated roller coaster simulator based on Catmull-Rom splines
  • Rendered using Phong shading and applied texture mapping
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