this was assignment 4 for the real-time animation module — three demos covering the full motion editing pipeline in unreal engine 5: mocap retargeting with c...
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this was assignment 3 for the real-time animation module — create a short animated sequence demonstrating four principles of animation using physically-based...
this was an assignment for the real-time animation module at trinity: implement a multi-bone inverse kinematics system from scratch in unreal engine 5 using ...
this was a real-time animation assignment: animate an aircraft model with full pitch, yaw, and roll control, deliberately induce gimbal lock to demonstrate i...
this was the final major deliverable for my real-time rendering module at trinity — build a complete, interactive 3d scene from scratch in opengl 3.3 core. i...
normal mapping is one of the biggest visual wins per triangle in real-time rendering. this assignment implemented it from scratch — loading tangent-space nor...
this was a comparison assignment — implement phong, toon, and pbr (cook-torrance) shaders, run all three on the same mesh simultaneously, and expose every pa...
textures are everywhere in real-time rendering, but how they’re sampled at different distances is easy to get wrong. this was an assignment focused entirely ...