Demo Reel Breakdown
1. Explosion FX from Blast!
- Blast was a collaborative effort of 5 students, and I was the FX lead for the project. In this sequence, I did all the FX, compositing, and post-processing for the explosion and smoke trails. I also created the scene lights, simulating light cast from the explosion. These FX begin in the last few frames of the first shot as the screen is covered in a white flash, and they continue through the next two shots.
- I created these FX in Maya and rendered them with Mental Ray. I rendered the cast-light pass with RenderMan. I used Houdini for compositing.
2. Lightning & Spark FX from Blast!
- In these shots, I created all the lightning and spark FX as well as the blue light they cast. (not the smoke)
- I used Maya to create the lightning and sparks. I rendered the lightning with Mental Ray, the sparks with Maya Hardware, and the lighting pass with RenderMan. I used Houdini for compositing.
3. Drink Pour & Bubble FX, Shirley Temple Cocktail
- I created this project using Houdini 10. The liquid is a particle fluid simulation, and the bubbles are particles. I shaded, lit, and composited it in Houdini as well, and I used Mantra to render it.
4. Candle Flame & Smoke FX
- All work on this project is my own. I used Maya fluids to create the flame, and rendered it with Mental Ray. The candle is textured with Slim and rendered with RenderMan.
- I programmed the smoke simulation using C++ and OpenGL, and I composited the scene with Houdini.
- I programmed this raytracer in C++. Notable features are depth of field, caustics, and environment lighting.
6. Collage Sculptures Algorithm, Thesis Research
- I created a program to fill arbitrary target shapes with arbitrary element shapes densely and without overlap.
- I export signed distance function data from Houdini using Python, assemble the sculpture using C++, and import it into Maya to render with Mental Ray.
7. Programmed Particle System, Fireworks
- I programmed this interactive particle system in C++ and OpenGL. I output the particle data to text files and used a utility to convert the text files to Maya PDC files. I wrote a Python script to batch process these files. I modeled the bottle rocket geometry in Maya. I rendered the particles using Maya Hardware and the bottle rockets using Mental Ray. For compositing, I used Houdini.
- A user can control when fireworks are emitted as well as the presence and direction of wind.
8. Interactive 2D Raytracer & GUI, Light Scatter Research
- I developed this program and its UI using C++, OpenGL, and FLTK with the goal of calculating the light scattered out of the Earth’s atmosphere.
- I implemented interactive 2D ray tracing as well as ray marching and grid marching. The latter two methods enable simulation of light through objects with non-constant indices of refraction like Earth’s atmosphere.
9. Paper Lanterns
- All work on this project is my own. I wrote RIB files and used RenderMan SL to create the paper lantern displacement and surface shaders. The image is rendered with RenderMan.
10. Procedural Garlic
- All work on this project is my own. I created the surface and displacement shaders procedurally using Slim. I modeled the plate and garlic in Maya and rendered the scene with RenderMan.
- Pencil sketch
- Digital photograph