Programming
Graphics programming, rendering research, tools, and game projects. Most of these were built during my time at Penn or as personal explorations.
Shaders
Real-time shader effects and GPU compute experiments.
Cloud Sea
Volumetric cloud rendering system implemented in Unity using ray-marching and compute shaders. Produces animated, physically-plausible cloud formations.
Game of Life
Conway's Game of Life accelerated with GPU compute shaders in The Forge render engine. Supports large grids at interactive framerates.
Shadertoy Experiments
Collection of real-time shader experiments exploring noise, SDFs, procedural geometry, and visual effects.
Renderers
Offline and real-time rendering systems built from the ground up.
C++ Path Tracer
Monte Carlo path tracer with physically-based materials, depth of field, and subsurface scattering. Written from scratch in C++.
CUDA Flocking Simulation
Real-time Boids flocking simulation using CUDA for massively parallel neighbor queries and force computation.
Tools
DCC plugins and creative utilities.
Everything Box
Maya plugin that implements real-time boxelization of meshes. Built with Python and Maya's API to provide an interactive DCC workflow.
Realistic Color Palette
Interactive Photoshop extension enabling physically-accurate color mixing, emulating how real pigments blend rather than naive RGB interpolation.
Online Postcard Exchange
Backend system for a digital postcard exchange platform, handling asset management, user accounts, and delivery logic.
Simulation & Games
Physics simulations and game projects.
Cloth Simulation
Position-based cloth simulation using a spring-particle system. Supports collision, wind, and interactive pinning.
MiniMinecraft
Voxel game engine inspired by Minecraft. Features multithreaded chunk loading, procedural terrain generation, and an OpenGL rendering pipeline.
Who Moved My Cheese
Group game project built in Unity. Contributed to gameplay systems and visual effects.
The Creation (VR)
VR experience built for the Oculus platform, exploring interactive 3D environments and presence design.
Technical Snippets
Focused implementations of specific graphics techniques.
Skeletal Rigging System
Dual quaternion skinning implementation in GLSL with support for blend shapes and skeletal hierarchies.
Heat Diffusion Skinning
Automatic skin weight computation using heat diffusion on the mesh surface — produces smooth weights without manual painting.
Shader-based Deformations
Vertex shader deformations for squash-and-stretch, twist, and bend effects applied to animated characters.