IMAGE GALLERY
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This method for generating perceptually accurate soft shadows requires no pre- or post-processing, nor additional geometry. It replaces a traditional shadow map query and so is independent of scene complexity, compatible with alpha testing, displacement mapping, etc. It runs very fast on recent GPUs, is used by shipping games, and has spurred many follow-on papers. |
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The goal of ASMs is to produce pixel-perfect shadows. An ASM resolves pixel size mismatches between the eye view and the light source view by creating higher-resolution shadow map pieces as needed. ASMs enable dramatic improvements in shadow quality while maintaining interactive frame rates. |
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I created this scene for a global
illumination renderer (I also helped write a few bits of the renderer,
as I was just starting my Masters then). The modeling, texturing, and
lighting placement was done in 3D Studio Max. I had the privilege of
running the live flythrough for Intel CEO Craig Barrett when he visited
Cornell in 2000. |
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These images are captured from a movie that my partner and I created for an
undergraduate computer graphics project. All the modeling was done procedurally in IBM Data Explorer, without a modeler.
A complex explosion was also created procedurally by combining sphere deformations, transformations, lighting, and opacity variation.
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This was my first creation with 3D Studio
Max, based on a simple sketch I made once during a boring meeting. I
used it to learn basic modeling, texturing, lighting, and animation,
including inverse kinematics.
As it turns out, being able to model simple scenes is a useful skill
when you're working in computer graphics! |
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I wrote this paint program in my second year of High School. It was a huge hobby of mine, and I used it as a platform to learn about image compression, animation, user interfaces, and all sorts of other things. The program features cut/copy/paste, undo, palette customization, saving/loading, animation, font rendering, several different brushes, and a windows-like UI that I wrote from scratch. |
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These images show a number of
visualizations I created while I was in High School. The set of images
on the left are visualizations of the Mandelbrot Set. On the right is a
terrain generation program I wrote which allowed the user to draw
terrain in 2D and then to render it in 3D. In college I made a new
version of this application using OpenGL that allowed the user to
actually fly through a textured rendering of the terrain. |
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One of my professors asked me to create a
slot machine for a Parallel Computing Symposium taking place in Las
Vegas. The Java Slot Machine skin and the items on the spinner shown in
the shot were all drawn myself. It was very popular during the Internet
boom back in 1999 or so. |