This is the current state of my rigid body simulation. As I previously mentioned it uses MPR for the narrow phase of collision detection and Iterative Dynamics with Temporal Coherence for the resolution. I did not put friction in just yet, but I plan on adding it later along with Rag doll style bodies with joint constraints since IDTC allows it for it is a constraint based solver.

Week End project

November 7, 2009

Here is a video that demonstrate dynamic environment mapping. Not too terrible to implement, I did it his morning, but I think it looks cool. Refraction takes into account chromatic dispersion. The models are exported using my FBX exporter that exports to a binary format my framework can load.

Project Run

October 23, 2009

This is a video of the game that I and my team worked on last year. I did the graphics, the graphics asset loading and management, I also took care of the animation system (not the game logic attached to it). I did the art pipeline (yes we had artist!), made a 3DSMax material exporter I also worked on the rendering part of the level editor (I am working on getting some footage). This game had a lot of neat cool features like asynchronous loading, shaders dynamic data binding, it was LUA driven, it had a powerful messaging system an nice level editor and a memory manager. We had a tweak manager that used antTweakBar. We could register delegates accessible by LUA, or via messages. Working on a game of this size allowed me to have an exposure to pretty much all the aspects of making a game. From the tools to game play, graphics, physics and how to communicated between the various elements of the game. It tough me a lot about team work, time management, meeting the deadlines and how it is critical even for a small game. I think a came out of that experience a better programmer.

Resumes

October 22, 2009

Feel free to download them.

Thank you.

Gfx Resume

Resume

PS:  The first one is more graphics oriented and exhibits my capabilities in that area. The second one is more of a regular CS Major resume with emphasis on game projects. Feel free to download both.

Wii Game project

October 20, 2009

This is a project I worked on over the summer. The game runs on a Wii dev Kit. I use the Wii Remote to aim and the trigger to shoot. The Nunchuck is used to move in screen space. The controller vibrates when you get hit and it vibrates softer when you shoot. Developing on the Wii was not too hard (mainly because I did not have to deal with localization, options, control remapping, fun factor, play testing, and all the other things that AAA games have to deal with). I cannot go too much in depth about the code because I signed an NDA and I do not know what I am allowed to say. It was a very rich, fun, and humbling experience to develop on that platform.

God Rays

October 19, 2009

Here is a little video of crepuscular rays that I worked on over the week-end. It looks pretty cool.

Cool Books

October 18, 2009

Here are some books that I find really interesting. I haven’t finished them all but I find myself most of the time referring to them for a solution to my problems. Check them out.

Ray Traced Movies

October 17, 2009

A little combo of 3 movies I made with my ray tracer. Take a moment to look at these renderings, I think they don’t look too bad.

Ray Tracing

October 17, 2009

Ray tracing for any (graphics) programmer is a beautiful thing. It strives to model they physical way in which light behaves. Furthermore, many of the real times effects that we use today are inspired one way on another by breakthrough in non real time rendering. I think it is a very interesting field of study and I had a good time writing my own ray tracer.

I am right now working on a photon map. I would like to reach the level of realism
achieved by some pictures available on the internet. Furthermore, ray tracing is very
relevant for real time graphics. Indeed, Crytech released a massive paper on how to
incorporate global illumination (GI) components to real time graphics. Games like Mirror’s
Edge, or KillZone 2 use GI to compute light maps that drastically enhances the player’s
visual experience.

Forward Kinematics

October 17, 2009

The video is generated using my own animation controller. The animation is loaded from
a .X file. I load the hierarchy and parse the keyframe data. Once this is done all matrices in
the animation controller are transformed into VQSs. A VQS encapsulates orientation as a
quaternion, scale as a scalar, and translation as a vector. This structure is then interpolated
using Slerp (spherical linear interpolation) for quaternions, eLerp for scale and Lerp (linear
interpolation) for translations.
I am currently working on an animation controller more robust and more flexible that
will use IK and FK along with a real-time tweak-able weight system. The data will be taken
from FBX which seems to be a solid cross platform format for the moment. Again, just like in the IK demo I use an HLSL GPU skinning shader.