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Demo Reel
March'07
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Part 1: Research Works

In this part I present some of my published and unpublished novel methods.

Wave Particles: Real-time Water Simulation and Object Interaction
Wave particles method is a completely different approach to water simulation that allows realistic object interaction in real-time (SIGGRAPH2007 paper "Wave Particles"). The motion of the boats is not scripted or generated by applying artificial forces; it is induced by the fluid-object interaction forces acting on the rotation properller (just like in reality).

Hair Modeling, Animation and Rendering
This is a work-in-progress. The implementation is a plugin for 3D Studio Max. It allows fast modeling of long hair and high quality hair rendering.

Hair Rendering with Global Illumination
This is a practical hair rendering technique with realistic illumination computation (Pacific Graphics 2007 paper "Practical Global Illumination for Hair Rendering"). I presented the initial results of this method as a sketch in SIGGRAPH2005, and a poster in SIGGRAPH2006.

Real-time Hair Simulation & Rendering
Here is another hair research project, but this one is for real-time graphics. The hair model is simulated using articulated body dynamics with mutual hair interactions. Rendering includes hair transparency and my novel transparent hair shadowing technique (EUROGRAPHCS2008 paper "Deep Opacity Maps").

Projection Based Global Illumination
I completed this project in 2002 as a part of my MS thesis. It replaces expensive ray tracing computations of global illumination algorithms with a projection-based method. The implementation is a plugin renderer for 3D Studio Max version 3.


Part 2: Animation Works
In this part I present a small selection from my animation works. All these works were completed before 2003. They are all hand animated, no simulations here. Almost each one of these works took less than a week to complete. They all have small/big flaws, which make it painful for me watch them. :)

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