Sandboxr

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

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Hatching Shader

This is a shader implementation of Real-Time Hatching, Praun et al. [2001]. The scene contains a real-time rendering of hatching strokes over various objects. They use tonal art maps containing different stroke sizes and density at various resolutions. Using these tonal art maps, we can render strokes on complex surfaces.

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Phong Shading, Garoud Shading

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.

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Procedurally Generated Terrain

The ground is procedurally generated using a random midpoint method and smoothed using a neighborhood smoothing filter. The trees were generated by different procedural rules. The scene uses OpenGL material and lighting.

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