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My Ph.D. dissertation deals with generating perceptually correct soft shadow in real-time.
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Some work I did to create a networked collaborative virtual environment used for training aircraft inspectors.
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I wrote some code which adds tight integration of GLSL into OSG.
Relevant discussions can be found here.
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A VR roller coaster. Weeeeeeeeeee!!!!!
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Since a lot of people ask how to perform multipass rendering in OSG, and the number of demos
illustrating this are few in number, I wrote a demo demonstrating how to
use OpenSceneGraph's RenderStages to achieve multipass rendering. Relevant
discussions can be found here.
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After spending some time editing GLSL within vim, I decided it was time to write vim syntax highlighting support for GLSL.
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GLSL is finally here, let the environment/bump/parallax mapping begin!
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I put all of
my GCD code up on Source Forge. Have fun.
Some of this code led to a paper.
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Having your name pop up in the local paper is great. It's even better when they misspell your name.
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Mapping video to 3D objects in real-time.
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Take some GCD code, add in some video decoding/display code, and you get anisotropic gaze-contingent video.
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Using eye tracking and graphics hardware to implement a real-time anisotropic gaze-contingent display.
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Some early tests in writing a network layer for a collaborative virtual environment.
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Using cheap blur operations to add flare to a particle system.
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Your favorite game ships normal maps, but you'd really like height maps. You're only a linear system away...
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Have one of those expensive/temperamental Ascension Technology Corporation's Flock
of Birds position and orientation measurement systems?
Tired of writing code to control the damn thing? Let me do that for
for you.
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Some early work on using fragment problems to modify an image based on a reference position.
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Arbitrary HW accelerated convolution.
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Creating and displaying bumps maps using graphics hardware.
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What do you do with over 1 million Legos and a computer?
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Using vertex programs to achieve real-time toon shading.
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LUA controlled boids face-off to the death!
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Animated models, stencil shadows, and top-down clickable interface (like Warcraft without the fun).
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Ray tracing, photon mapping, game programming, eye tracking, bad animations, and thrilling student films.
All of this and more!
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