Archive

2016

  • Moana
  • Rendering Minecraft in Renderman/RIS
  • Zootopia

  • 2015

  • Attenuated Transmission
  • Complex Room Renders
  • Note On Images
  • Hyperion
  • BSDF System
  • Adaptive Sampling
  • Flower Vase Renders
  • Multiple Importance Sampling
  • Bidirectional Pathtracing Integrator
  • Consistent Normal Interpolation

  • 2014

  • Takua Render Revision 5
  • SIGGRAPH Asia 2014 Paper- A Framework for the Experimental Comparison of Solar and Skydome Illumination
  • PIC/FLIP Simulator Meshing Pipeline
  • New PIC/FLIP Simulator

  • 2013

  • Takua Chair Renders
  • Throwback- Holiday Card 2011
  • Code and Visuals Version 4.0
  • Pixar Optix Lighting Preview Demo
  • Giant Mesh Test
  • Importance Sampled Direct Lighting
  • Quick Update on Future Plans
  • Working Towards Importance Sampled Direct Lighting
  • Stratified versus Uniform Sampling
  • First Progress on New Pathtracing Core
  • Short-stack KD-Tree Traversal
  • Stackless KD-Tree Traversal
  • Revision 3 KD-Tree/ObjCore
  • Bounding Boxes for Ellipsoids
  • Revision 3, Old Renders

  • 2012

  • Texture Mapping
  • Blurred Glossy Reflections
  • Thoughts on Stackless KD-Tree Traversal
  • TAKUA/Avohkii Render
  • Jello KD-Tree
  • Volumetric Renderer Revisited
  • More Experiments with Trees
  • Random Point Sampling On Surfaces
  • Thoughts on Ray Bounce Depth
  • More KD-Tree Fun
  • Subsurface Scattering and New Name
  • More Fun with Jello
  • Smoke Sim + Volumetric Renderer
  • April 23rd CIS565 Progress Summary- Speed and Refraction
  • April 14th CIS563 Progress Summary- Meshes and Meshes and Meshes
  • April 5th CIS565 Progress Summary- Interactivity, Alpha Review, Fresnel Reflections, Antialiasing
  • April 1st CIS563 Progress Summary- Framework Improvements and Bounding Volumes
  • April 1st CIS565 Progress Summary- Camera and Pathtracing
  • CIS563/CIS565 Final Project Github Repos!
  • CIS563/CIS565 Final Projects- Multiple Interacting Fluids and GPU Pathtracing
  • Pathtracer with KD-Tree
  • First Pathtraced Image!
  • Smoke Sim- Preconditioning and Huge Grids
  • Smoke Simulation Basics!
  • Jello Sim Maya Integration
  • Multijello Simulation
  • Pathtracer Time

  • 2011

  • Basic Raytracer and Fun with KD-Trees
  • A Volumetric Renderer for Rendering Volumes
  • Building/Installing Alembic for OSX
  • Installing Numpy for Maya 2012 64-bit on OSX 10.7
  • GH House Project, a.k.a. Why Backups are Important
  • Animation Final Project Stills
  • Why cd when you can go?
  • Chairs…. now with Balloons!
  • VRay Tree
  • Mo’ Tree (and Grass) Experimenting
  • Autumn Tree!
  • Demoreel Update!
  • Demoreel and New Site!
  • How 'Bout Them Apples?
  • Watermelon Smash
  • Recent Stuff

  • 2010

  • Raincoat Girl Turntable
  • Character Model Face
  • Cloth Simulation Progress
  • City Street- Playing with Z-Depth and Ambient Occlusion
  • City Street Progress
  • Clock Miniproject
  • Hermit Crab
  • Hermit Crab Ready For Texturing!
  • Hermit Crab Progress
  • Puddle! Redux
  • Puddle!
  • Little Kiddo
  • Give Gifi!
  • Playing with Maya
  • A Sneak Peak...
  • The Foyer
  • George Harrison Portrait
  • Elemental Magic Workshop with Joseph Gilland

  • 2009

  • Experimenting with Time Lapse
  • An Introduction