Author: Alex Jiang
-

Planetary Terrain Generation
Made possible with real-time procedural subdivision.
-

Multiple Fluid Simulation
Lava lamps and more with particle-based fluid-fluid simulation.
-

Mesh Processing
Subdividing, simplifying, and denoising mesh geometry.
-

Path Tracer
Rendering with indirect lighting, refraction, and soft shadows.
-

Ray Tracer
Rendering primitives and meshes with reflection and shadows.
-

Voxel Carving
An implementation multi-sweep space carving outlined in “A Theory of Shape by Space-Carving.”
-

Egyptian Ratscrew
A computer recreation of the classic card game Egyptian Ratscrew.
-

Untitled Cooking Game
A cooking game with a custom stylized shader.