http://cg.skeelogy.c om/projects-aifighte r.php
A.I. Fighter is a 3D beat-'em-up style fighting game in which the player will control a fighter using the keyboard and engage the computer's fighter over a short duration. It is created for us to test out training of computer A.I. using Neural Networks.
http://cg.skeelogy.c om/projects-face-rel ight.php
In this project, we are trying to relight a face in a 2D image, given only a single image. The 3D face model is obtained first by using a morphable model. The matching/optimizatio n then starts to find the best weights for the morphing. Finally, we relight the synthesized 3D model and composite it back onto the 2d image to obtain the results.
http://cg.skeelogy.c om/demoreels-rigging .php
This demo reel showcases the character rigging, simulation and rig-related programming works that I have done over the past few years.
http://cg.skeelogy.c om/projects-muskeela r.php
Video showing the features of Muskeelar, my muscle system for games. Implemented as Maya plugin and visualized in OGRE.
http://cg.skeelogy.c om/projects-hunter-h unted.php
This is a visual effects video where we placed in a CG radioactive creature into live footage and blew up an existing bridge.
A radioactive creature (the hunter) goes after a thief which took away its valuables. Little did it realize that everything was staged and it was being hunted instead.
http://cg.skeelogy.c om/projects-butterfl y-lovers.php
This is the intro and ending for a wedding video, done in 3dsmax. A butterfly goes on a search for its life partner and comes back with its loved one.
Note that the main wedding video has been replaced by the words "Main Wedding Video" in the middle of the clip.
http://cg.skeelogy.c om/demoreels-game-ph ysics.php
This demo reel showcases the implementations done for character physics, fluid physics and soft body physics. There is also a section on collision handling between different types of objects. Most of them are implemented using Microsoft XNA 2.0, with some done using OGRE.
http://cg.skeelogy.c om/projects-SPH2.php
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control. Done using Microsoft XNA 2.0.
http://cg.skeelogy.c om/projects-muskeela r.php
This video shows my muscle system Muskeelar in action in OGRE. It compares a fighter character in motion, with and without muscle dynamics.
http://cg.skeelogy.c om/projects-hunter-h unted.php#storyboard
This is the pre-visualization that I have done for the effects video Hunter Hunted (http://www.youtube. com/watch?v=Jw4DhBV6 4_Q)
http://cg.skeelogy.c om/projects-soft-bod y.php
Implemented soft body Physics using a series of goal springs and surface springs to achieve nice jiggling effects. Done using Microsoft XNA 2.0.
http://cg.skeelogy.c om/projects-subdivis ion.php
Subdivision algorithm is used to fit a high resolution mesh to a low resolution mesh that undergoes Physics simulation. This reduces computational costs (e.g. due to simulation, collision detection etc) while maintaining a smooth appearance in real-time. Implemented in Microsoft XNA 2.0.
http://cg.skeelogy.c om/projects-IK.php
This is an IK solver written in OpenGL. It uses the Jacobian matrix to approximate the linear solution to the non-linear IK problem.
In the demo, the user can press spacebar to generate a random point in space and the end effector will move towards it.
This video is playing at approximately 3 times the normal speed.
http://cg.skeelogy.c om/projects-phantasy .php
A short animation created using 3d Studio Max 5.1. Shows the main character charging up his sword, sticking it into the ground to A short animation created using 3d Studio Max 5.1. Shows the main character charging up his sword, sticking it into the ground to create an energy outbreak with earthquake, and finally blasting enemies away.
http://cg.skeelogy.c om/knowledge-collisi on-detection.php#inf luencemaps
In this demo, the character is scheduled to walk straight through the obstacle but ends up steering past the obstacle due to the repulsive forces. The markings on the ground indicates the influence map.
http://cg.skeelogy.c om/gallery-effects-s imulations.php#effec ts
This is a rigid body test scene where I try to simulate how the floor will behave when a destructive force emerges from the back.
http://cg.skeelogy.c om/projects-multi-ob ject-type-collision. php
Created a system where different types of objects (e.g. cloth, skin, fats, fluid) can interact with one another seamlessly. Implemented using Microsoft XNA 2.0.