Plasma Ball HMD + Leap
The Plasma Ball Prototype explores skeleton tracked hand interactions in VR and AR.
Tech Art
The Plasma Ball Prototype explores skeleton tracked hand interactions in VR and AR.
Tilt Brush is a VR Painting app built for Oculus Rift, Google Cardboard, and the HTC Vive.
I took a lot of artistic liberties with this, so I wouldn’t say it’s scientifically accurate in any respect. I…
Got a new graphics card a couple weeks ago and wanted to put it through its paces. I was pleased…
More Fire! A processing experiment that combines Memo Akten’s awesome MSAFluid library with a bunch of particles and OpenGL render…
Below are some pics and video of the Super I Am 8 Bit Gallery Show where I installed a series of…
This uses a fun GPU based spring effect I wrote for Double Fine Happy Action Theater. For each pixel, a…
Another quick processing test to see what it would be like to interact with a cloth simulation with Kinect.
This is a video showcasing the climate system for Brutal Legend. I collaborated with the engineering department (primarily our lead…
This video showcases the climate variation in Brutal Legend. The first half of the video is time lapse, the second…
This video shows the ink rendering technology I developed for Brutal Legend with our graphics and animation teams. Ink was…
UV Displacement, aka UV Distortion, aka Pixel Offset, etc…, is a fantastically useful real time vfx technique where the particle…
An example of particles being influenced by curl noise. See the Brutal Legend VFX Presentation from GDC 2010, or the paper we got the…
Another processing experiment that drives particle forces and OpenGL shaders with audio.
A kinect/processing sketch I put together for the 2011 “I am 8 bit” show in LA. Haven’t captured the final…
HLSL implementation of hair/grass using the “concentric spheres” technique. This version expects a per vertex force component to be passed…
HLSL implementation of hair/grass using the “concentric spheres” technique. This version uses vertex data channels to control hair length, hair…
Normal map and Relief Maps are blended in this shader. Depth, Diffuse, Specular and Normal maps are modulated based on…
This implementation of Fabio Policarpo’s Curved Relief Mapping uses a modified version of the CG shader he developed. Like standard relief…
As a Member of Technical Staff at Oregon3D, I developed disaster simulation media for the city. We already had access…