This ray-tracer supports reflections, shadows, specular effects, texture maps and super sampled anti-aliasing.
Its computation is also multi-threaded to acheive faster render times.
The first image (~3k), with 2x SSAA took 15 minutes to
render on a quad core i7.
Iterative Radiosity Lightmapper
Using the infrastructure from the raytracer, my friend and I implemented a radiosity based lightmapper. With merely a triangle-based mesh (or
a set of primitives) and a set of light objects as the input, the program determines a (nearly) physically accurate lighting result for the scene.
Notice the contact hardening shadows behind the pillars and the red color of the roof and the floor bleeding onto the white walls.
This scene took 6 minutes to render on a quad core i7.
render on a quad core i7.
Over the course of four years spanning over highschool and college, I independently developed this first person puzzle platforming game.
Over the course of three years of highschool, I decided to learn the tools neccesary to make a clone of the game Portal. My goal was to make a game that could be published to the then exploading App Store. During the three months it was available as a freemium game, it accumulated over 150k downloads. Unfortunately, Wormholes is no longer available on any store.
Drunkn Bar Fight
Finished with Metamorphic, I decided to explore the world of freelancing. Interested in VR I jumped on an opportunity to help a startup get their game
"Drunkn Bar Fight" off the ground. For two months I implemented VR gameplay, user interface and level design all the while learning an incredible amount about how game development changes with VR.
Since it launched almost two months ago, it has recieved much acclaim on reddit garnering over 50k upvotes.
I invite you to check it out on Steam and visit the website for more information on Drunkn Bar Fight.
RoVR is an attempt to explore virtual companionship, to see how virtual reality, a radical new method of interaction, influences a player's ability connect with virtual entities.
Recently, RoVR was chosen as one of the winners of the Tufts Ideas Challenge. Our team was awarded $1,000 to further the development of the experience. We hope to publish RoVR to Steam by June 2017.
GPU Accelerated Cloth
With the launch of compute shaders for mac within Unity, I decided to take a stab at creating a GPU accelerated verlet cloth simulation. The above simulation with 10,000 particles is happening in realtime at 90fps on a mobile GPU. In comparision to the CPU based simulation, the GPU based one is
approximately 100 times faster before particle rendering and still 10 times faster even after rendering.