retargeting vicon mocap data onto three metahumans, building blueprint-driven two-character dance interactions, and d...
portfolio
things i've built.
building a cinematic short in ue5 using the 12 principles of animation, chaos destruction, and niagara particle dust ...
building a custom fabrik ik solver in ue5 c++ — multi-bone arm reaching dynamic targets, joint constraints, and splin...
a full opengl 3.3 scene with gpu particles, hierarchical animation, ibl, and post-processing — the biggest graphics p...
adding surface detail without geometry — implementing normal maps in tangent space and mixing with a toon shader.
building phong, toon, and cook-torrance pbr shaders side by side on the same mesh — and what each model actually gets...
exploring mipmap filtering modes and lod bias — what actually changes and why it matters for rendering quality.
an interpreter in c++ for llms to standardize input and output formats.