
C++ / GLSL / Light transport
Tracing Light
From ray intersections to global illumination: a renderer study in sampling, reflective and transmissive materials, and the paths light takes through a scene.
Explore studyRENDERING STUDIES / DESIGN EXPERIMENTS
Following light through a renderer. Finding tension in a tabletop game. Studies in images, motion and play, built through coursework and curiosity.

C++ / GLSL / Light transport
From ray intersections to global illumination: a renderer study in sampling, reflective and transmissive materials, and the paths light takes through a scene.
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OpenGL / PBR / SSR
Real-time studies in physically based shading, image-based lighting, procedural surface detail and rough screen-space reflections.
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GLSL / Ray marching / SSS
Signed-distance-field scenes built through ray marching, spatial repetition and an approximate subsurface-scattering model.
Explore studyUnity / Shader animation
An animated magma material study built from procedural surface motion, emissive detail and real-time shader control.
Explore studyUnity / Procedural effects
A layered real-time fireball effect exploring procedural motion, glowing structure and animated energy.
Explore studyUnity / Stylized rendering
A stylized 3D scene combining authored surface shaders, Kuwahara filtering and transitions between rendering treatments.
Explore studyHoudini / Procedural simulation
A procedural Houdini jellyfish assembled from controllable systems for its bell, arms, veins, organs and tentacles.
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Houdini / Procedural modeling
A multi-floor Houdini building generator that composes architectural rules into varied traditional tower forms.
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Animation / FK / IK
Character-animation studies spanning forward kinematics, inverse kinematics and grounded foot placement.
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Motion capture / Animation blending
A motion pipeline combining keyframed walk cycles, Captury motion capture and blended animation in MotionBuilder.
Explore studyMaya / Reference modeling
A Maya reconstruction of a bronze vessel, modeled from reference photographs captured at the Penn Museum.
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Maya / Arnold / Environment art
Two environment studies modeled in Maya and rendered with Arnold, combining observed spaces with authored details.
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Maya / Substance 3D
A detailed globe modeled in Maya, unwrapped and surfaced through an Adobe Substance texturing workflow.
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Physical tabletop game design
A physical tabletop game about secret trades, anonymous manipulation and the suspense of a market that reveals itself one card at a time.
Explore studyTHE NOTEBOOK
Smaller experiments and coursework.
Grouped by field, kept within reach.