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.

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Cloud Sea

Volumetric cloud rendering system implemented in Unity using ray-marching and compute shaders. Produces animated, physically-plausible cloud formations.

UnityHLSLCompute ShadersRay Marching
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Game of Life

Conway's Game of Life accelerated with GPU compute shaders in The Forge render engine. Supports large grids at interactive framerates.

C++HLSLCompute ShadersThe Forge
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Shadertoy Experiments

Collection of real-time shader experiments exploring noise, SDFs, procedural geometry, and visual effects.

GLSLShadertoyProcedural

Renderers

Offline and real-time rendering systems built from the ground up.

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C++ Path Tracer

Monte Carlo path tracer with physically-based materials, depth of field, and subsurface scattering. Written from scratch in C++.

C++Ray TracingPBRMonte Carlo
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CUDA Flocking Simulation

Real-time Boids flocking simulation using CUDA for massively parallel neighbor queries and force computation.

CUDAC++GPUSimulation

Tools

DCC plugins and creative utilities.

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Everything Box

Maya plugin that implements real-time boxelization of meshes. Built with Python and Maya's API to provide an interactive DCC workflow.

PythonMaya APIMesh Processing
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Realistic Color Palette

Interactive Photoshop extension enabling physically-accurate color mixing, emulating how real pigments blend rather than naive RGB interpolation.

JavaScriptPhotoshop CEPColor Science
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Online Postcard Exchange

Backend system for a digital postcard exchange platform, handling asset management, user accounts, and delivery logic.

PythonFlaskBackendREST API

Simulation & Games

Physics simulations and game projects.

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Cloth Simulation

Position-based cloth simulation using a spring-particle system. Supports collision, wind, and interactive pinning.

C++PhysicsPBDSimulation
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MiniMinecraft

Voxel game engine inspired by Minecraft. Features multithreaded chunk loading, procedural terrain generation, and an OpenGL rendering pipeline.

C++OpenGLMultithreadingProcedural Gen
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Who Moved My Cheese

Group game project built in Unity. Contributed to gameplay systems and visual effects.

UnityC#Game Design
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The Creation (VR)

VR experience built for the Oculus platform, exploring interactive 3D environments and presence design.

UnityOculusVRC#

Technical Snippets

Focused implementations of specific graphics techniques.

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Skeletal Rigging System

Dual quaternion skinning implementation in GLSL with support for blend shapes and skeletal hierarchies.

GLSLSkinningAnimation
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Heat Diffusion Skinning

Automatic skin weight computation using heat diffusion on the mesh surface — produces smooth weights without manual painting.

C++Linear AlgebraMesh Processing
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Shader-based Deformations

Vertex shader deformations for squash-and-stretch, twist, and bend effects applied to animated characters.

HLSLVertex ShaderAnimation