A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.
Deformable Bodies

A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.
A particle system that uses an attractor force that pulls particles to a respective position in space. These positions were based on vertex positions from an obj file.
The scene is a 4-sided room containing a polished gold metallic sphere, polished copper metallic teapot, and polished silver metallic torus. I created an interface control which allows switching between vertex Gouraud shading and per-pixel Phong shading.
Created using the Unity Game Engine for the company Sandboxr. I was hired as a Graduate Research Assistant to help the company create its application. The founders wanted an application that would allow them to import 3D objects that they would then arrange in 3D space. Password: sandboxr