! DEMOREEL BREAKDOWN 1. Delta Mush Deformer

W E I WA N G
D EMO RE EL B RE A K D O W N
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1. Delta Mush Deformer
C++, Maya API
This project implements the smoothing method that was presented
at SIGGRAPH 2014 by Rhythm & Hues Studios [1]. The deformer
smooths arbitrary deformation of a polygonal mesh without
smoothing the original detail of the model. This tool can be used for
rapid rig development as well as cleaning up bad deformations. This
deformer is written in C++ and parallelized using TBB. !
2. Raytracer
C++, Python
features: KD-tree acceleration, multi-threading, recursive raytracing,
area lighting, occlusion, texture/ bump mapping, Maya integration
This ray tracer was implemented entirely from scratch in C++. It can
render scenes built with geometric primitives as well as OBJ meshes.
A KD-tree structure was implemented for fast ray-polygon
intersection tests. The raytracing function was parallelized using
pThread. The tracer also has a Maya plugin which enables sending a
Maya scene to render. Responsible for everything.
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3. Physically Based Simulation
C++, OpenGL
Fluid Simulation
This program simulates fluid motion using the Smoothed-particle
hydrodynamics (SPH) model presented by Matthias Müller, David
Charypar and Markus Gross [2]. The simulation runs at 24 FPS or
above for models consisting of up to 5500 particles.
Cloth Simulation
This cloth simulator is based on the mass-spring system. Both Euler
and RK4 numerical integration schemes were implemented. It ha
support for particle-spring forces, wind force, and interactive collision
response with primitives.
Particle System
The monkey head continuously generates particles (total particle
number around 40K) that interact with the environment. The particles
are affected by adjustable gravity and wind force. The look and
behavior of the particles are also controllable. A KD-tree structure is
used for efficient particle-mesh inclusion tests. The simulation can
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run in real-time with a dense mesh loaded as a collider.
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4. Dark Light
Maya, RenderMan, Houdini, Python
The project: This 30-second animation was produced in 10 weeks in
collaboration with Rachel Cunningham, Brian Smith, Caleb Jackson
and Cassie Hanks under the direction of CG professionals from
DreamWorks Animation. I was the rigging and effects lead on the
team.
The rig: The rig features FK dynamic antennas, procedural wing
animation, dynamic parenting and breakable hierarchy. The rig also
provides a GUI for facial animation. Responsible for the body rig and
the facial GUI. Cooperated with Rachel Cunningham and Brian Smith
on facial blendShapes.
The FX: Responsible for the fire and the confetti effects. The fire
effects were made using fluid simulations in Maya. They were
rendered with RenderMan and then composited in Houdini. The
confetti effect was made using cloth simulations in Maya. !
5. Modular Rigging Tool (WIP)
Python, Maya API
The tool allows the user to interactively assemble a character rig
using pre-defined modules and templates. The goal of the tool is to
exempt the artist from the tedious rigging process and to create rigs
with fully functioning controls in a short time.
[1] Joe Mancewicz, Matt L. Derksen, Hans Rijpkema, and Cyrus A. Wilson. 2014. Delta Mush: smoothing deformations while preserving detail. In
Proceedings of the Fourth Symposium on Digital Production (DigiPro '14). ACM, New York, NY, USA, 7-11. DOI=10.1145/2633374.2633376 http://
doi.acm.org/10.1145/2633374.2633376
[2] Matthias Müller, David Charypar, and Markus Gross. 2003. Particle-based fluid simulation for interactive applications. In Proceedings of the 2003 ACM
SIGGRAPH/Eurographics symposium on Computer animation (SCA '03). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 154-159.
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