Demo Reel Breakdown

Transcription

Demo Reel Breakdown
Demo Reel Breakdown
http://www.bhaoluo.com
[email protected]
Interactive Art-Driectable Refraction & Caustics Rendering – A GPU
Based Real-Time Ray Tracer
Cuda, Optix, C/C++, OpenGL, Qt/ PyQt, Maya, Python, Oculus Rift SDK
The ray tracer renders Arbitrary meshes (even with huge number of faces), plus
recursive refraction ray tracing as well as ray traced shadow in real-time. The GUI
provides basic control for refraction and lighting interactively. Path tracing, photon
mapping and ambient occlusion are also implemented.
Camera and geometry data can stream into the renderer in real-time from Maya. The
whole scene parsing functionality is work in progress, upon finish, artists can keep
using the 3D software that they are familiar with to create a complete scene and they
will get the final rendered result instantly.
The art-directable refraction technique is applied onto the camera, which I called it
“artistic controllable refracted lens”. An image is read in as the refracted lens control
image, resulted in an illusory and unreal world like in someone’s dream. I am also
integrating this feature with Oculus Rift, so people can create shots by simply moving
their head or a physical special camera with gyroscope and accelerometer.
Cubist look world is created by simply loading in a cubist image has the look that I wish
to have for my render result
(Responsible for everything)
Awarded by: NVidia Hardware Grant, Pixar Scholarship and Electronic Arts Award
Physically Based Modeling & Simulation Processing, Java, G4P, ProScene
Cloth: This simulator is based on the mass-spring system. Both Euler and RK4
numerical integration schemes were implemented. It supports particle-spring forces,
wind force, and interactive collision response with arbitrary mesh. It also has support for
sticky material. Dynamic/ static AABB tree structure is used for efficient cloth-mesh
collision test. The simulator can run in real-time with a dense mesh loaded as a collider.
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© 2015 Hao Luo
Demo Reel Breakdown
http://www.bhaoluo.com
[email protected]
Rigid Body: This simulator can load multiple arbitrary meshes as rigid body. It
supports interactive collision response with arbitrary mesh and rigid body
themselves. Dynamic/ static AABB tree structure is used for efficient rigid body-rigid
body and rigid body-mesh collision tests. The simulator can run in real-time with dense
meshes loaded as rigid body and collider.
Black Hole: In this simulation, the particle emitter interactively emits helical particles.
The gravitational force from the "black hole" is inverted, an vortex FX is created in the
demo. There are much more possibilities in this simulator, with enough particles it can
simulates galaxy.
(Responsible for everything)
Beep Boop Maya, RenderMan, Python, Nuke, Houdini, After Effects, Photoshop, Audition
Summer Industry Course with ReelFX Studios
Project: This 30-second animation was produced in 10 weeks in collaboration
with Catherine Hervey, April (Ford) Cereijo, Jay Jackson, Janelle Arita, and Laura
Murphy under the direction of CG professionals from Reel FX Studios. I was the
rigging and lighting leads on the team.
Rig: The rig features dynamic antenna, shutter eyelids, stretchy IK/FK, dynamic
parenting and breakable hierarchy. Responsible for the body rig. Cooperated with
Laura Murphy on dynamic antenna and shutter eyelids rig.
Lighting: Responsible for creating lights rig and render paths in Maya as well
as lighting template in Nuke. Shots were rendered with RenderMan and then
composited in Nuke. The final lighting is accomplished using Nuke.
Accepted in to Siggraph 2014 Dailies: Dam Robots
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© 2015 Hao Luo
Demo Reel Breakdown
http://www.bhaoluo.com
[email protected]
Feather Generating Tool Python
The tool allows the user to interactively assemble feathers rig for wing. The goal of the
tool is to exempt the artist from the tedious rigging process and to create feathers and
rigs with artistic appealing wing and fully functioning controls in a short time.
(Responsible for everything)
Composited Short: Bowlfish Maya, After Effects, Final Cut Pro
This composited short was produced in collaboration with Cong Wang and Meijie
Lu under the direction of Dr. Ergun Akleman. I was the director on the team.
Responsible for directing, storyboarding, layout, cinematography, lighting, rendering
and compositing as well as the fish rig.
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© 2015 Hao Luo