Computer Animation and VFX Demo Reel 2013



Breakdown:


1



Procedural Terrain Generation using CDLOD System - (August 2013)

- Created in OpenGL, C++, NGL lib, QT
- Uses "Continuous Distant-Dependent Level of Detail" system
- Supports up to 9 LOD levels
- Uses "Point Cloud Reduction" algorithm for rendering vegetation
- Full Instanced Rendering


1



Stereoscopic Visualization - (August 2013)

- Created in OpenGL, C++, NGL lib, QT
- Uses the "Quadbuffering" Technique
- Fully controllable Separation ("Depth") and Convergence



1



Enabling Multi Monitor Support in commercial games - (2011-2013)

- Created using Reverse Engineering techniques
- Written in C# (Windows), C++ (Linux)
- Using native machine code (x86/x64 Assembly Language)



1



Deferred (Shading) Renderer - (November 2012 - April 2013)

- Created in OpenGL, C++, NGL lib, QT
- Uses Screen Space Ambient Occlusion (SSAO)
- Support for Diffuse, Specular, Normal Maps
- Full Directional, Point, Spot light support
- Support for loading custom models (OBJs)


1



Real-time Cloth Simulator - (June 2013)

- Created in OpenGL, C++, NGL lib, QT
- Uses "stiff" spring constraints
- Uses "Verlet" integration scheme
- Support for high number of particles
- Fully stable


1



(First) Website to support Multi Monitor Stereoscopic 3D Video Playback - (2013)

- Created in HTML5, JavaScript, jQuery
- Uses the nVidia "NVAPI" for stereoscopic 3D rendering
- Support for single/multi monitor setups
- Support for both 2D and 3D playback


1



Shaft37-X25 iOS Game (Group Project) - (March 2013)

- Created using UDK, Maya, Zbrush
- My Roles:
- Technical Director
- Environment Artist
- Lighting Artist
- Level Designer
- Game Programmer (Camera System)

1



"Dynamism" - Maya Render - (December 2012)

- Created in Maya, zBrush, Rendered with MentalRay