Author: Alex Jiang
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Planetary Terrain Generation
Made possible with real-time procedural subdivision.
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Multiple Fluid Simulation
Lava lamps and more with particle-based fluid-fluid simulation.
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Mesh Processing
Subdividing, simplifying, and denoising mesh geometry.
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Path Tracer
Rendering with indirect lighting, refraction, and soft shadows.
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Ray Tracer
Rendering primitives and meshes with reflection and shadows.
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Voxel Carving
An implementation multi-sweep space carving outlined in “A Theory of Shape by Space-Carving.”
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Egyptian Ratscrew
A computer recreation of the classic card game Egyptian Ratscrew.
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Untitled Cooking Game
A cooking game with a custom stylized shader.