Sunday 28 October 2012


Smooth Particle Hydrodynamics (SPH) Solver for 

Lagrangian Fluid Simulation


Implementation is shown with a full functioning SPH solver written in C++ and OpenGL using OpenMP framework for parallel processing the simulation iterations and spatial hashing technique for neighbour search. The application also has the facility of exporting data out in geo file format. 
Qt Project...

Sunday 5 February 2012

a Raytracer in C++ uses a Scene Description File.


       A Raytracer in C++ and OpenGL. Renders Obj files, textures (UV’s and Mappings), primitives,
Global Illumination with Color Bleeding, Ambient Occlusion, Reflections, Bounding Box collision,
Multi-jittered sampling.
Implements BRDF models of Lambertian, Perfect Specular and Glossy Specular.
A simple raytracer is extended to Whitted one for Reflection and to a Path tracer for GI. For lights: Spot, Direction and Ambient. Spotlight is implemented with attenuations.
OpenGL pipeline is used for Graphical display. Scene is described using a SDL.
More in detail...
Qt Project...

ISO Surface Generation using Marching Cubes, C++ and OpenGL.

        I’ve added Boolean operations namely, union, intersection, A-B and B-A.
The Mesh density is  implemented by dividing no. of steps by grid scale. 
Operations are math operations between the ISO values of surfaces.
Changing ISO works by changing the sampling value of the implicit function of the surface.

Flocking system in C++ and OpenGL

       I implemented three basic rules of cohesion, separation and alignment.  Each boid’s position is looped through other positions and new position of the questioned boid is decided.
More in detail...
Qt Project....

Renderman Shader - RSL

      The main goal of this assignment was to develop a set of realistic looking shaders for orange. The main area to addresse was generation of various displacement patterns, the surface detail and use of an appropriate BRDF model. Language - Renderman Shading Language, Renderer - PRMan. More in detail...

Grass and Wave tool - MEL

Generating, Randomizing, Simulating Grass in Maya using MEL.
Animating Waves motion, Impact on collision in Maya using MEL.

Houdini Digital Asset - City/Garden Generator

City/Garden generator, part of my Houdini module in MSc. at NCCA.
 Points are scattered on the grid and fused together based upon user defined values to avoid intersections. City and garden is built based upon the color map provided by user, colors of which are extracted using a COP network. HScripts are used to randomize orientations, scaling and procedure construction of assets.

Thursday 15 September 2011

as an Artist....


concept + modeling + texturing + FX + lighting
(renderer : Maya s/w)