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Ray Tracing I programmed a ray tracer in C++. It can handle various basic objects, such as spheres, cubes, and triangulated meshes. It can also handle implicitly defined volumes and quaternion fractals. It does texture mapping, reflection, refraction, and depth of field. |
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GPU Programming My GPU programming projects include depth peeling and hatching. I've also done some work in general-purpose computation on the GPU (GPGPU). The majority of my shaders are written in Cg, though I do have a bit of experience in GLSL. |
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Renderman Shading Here's a sample of my work in Renderman shaders. For the most part, I write shaders (.sl file) directly. Check out the morphing vase video in the Animations section to see an example of a shader built using SLIM. |
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Compositing I've done a bit of work compositing still images and animations using Adobe Photoshop and After Effects. |



