Computer graphics, computer vision, virtual reality, etc.


Marching cubes and mesh smoothing

SPH + Marching Cubes + Curved PN-Triangles

Marching cubes visualzation of SPH simulation. Vertex normals are computed as interpolated gradient of density field. Curved PN-triangle is applied to smooth the mesh.

Programming language and APIs: C, OpenGL, OpenCL


Fluid simulation in a browser

SPH + WebGL + WebCL

Smoothed Particle Hydrodynimics implementation in a browser. Near density and near pressure are used to resolve particle clustering artifact. WebGL and WebCL share computing resources via interoperability.

Programming language and APIs: Javascript, WebGL, WebCL


Real-Time Flow Map Generation

Stable Fluids + Derivative Map

In this project, we present a technique for generating flow map in real-time. The proposed technique can be used in interactive game applications to perturb the object surface normal and produce the effect of flowing water or any fluid with similar behavior.

Programming language and APIs: C, OpenGL


Portal 2 Water Effect

Derivative Map

This project combines two technical features: velocity field lookup for object surface normal perturbation for bump mapping (Vlachos) and applying derivative map (Mikkelsen) for tangent space generation without knowledge of the parametric representation of the model.

Programming language and APIs: C, OpenGL


3D Model Reconstruction

Creating point clouds using photographs

The primary application is scanning forest canopies and assisting scientific applications such as fire hazard evaluation and vegetation biomass estimation, using photos taken from a radio-controlled helicopter, although the methods apply to any series of photographs taken along a path. The approach is based on the fact that the photos are taken in a continuous path, thus taking advantage of the adjacency between images.