Demo Reel
Project List:
Click project titles to read more about them!
- Gaspard and Lisa, Friends Forever (Blender)
- Experimented with Blender's Brushstroke Tools to recreate Georg Hallensleben's painterly style for Anne Gutman's characters, Gaspard and Lisa. Applied an existing technique of using brushstrokes as cards onto an environment and adapted it for a rigged character. To preserve the hand-painted look during movement, I designed a cage-based deformation system that maintained texture integrity while conforming to the rig.
- PUP Lighting Project (Katana, Nuke, RenderMan)
- Conducted a lighting study of a shot from Inside Out 2 within Pixar's technical pipeline, using a still from M. Butterfly as visual reference to match mood, color, and emotional tone.
- PUP FX Project (Houdini, Nuke, RenderMan)
- Conducted an FX study by adding fireworks into a shot from Coco within Pixar's technical pipeline, focusing on integration, timing, and visual continuity.
- Doll in a Glass Cup (Maya, Flow, Substance Painter, Katana, RenderMan)
- Modeled, shaded, and lit an antique doll and glass teacup within Pixar's technical pipeline, ensuring accurate material properties and rendering quality.
- Megumu from Sunny (Blender)
- Modeled and shaded Megumu from Taiyo Matsumoto's Sunny. Her look combines hand-painted textures, watercolor-inspired shaders, and a toon outline shader to achieve an illustrated appearance.
- Funny How Time Slips Away (Blender)
- Rigged and animated a realistic dog using Blender's Rigify addon and implemented particle systems for a personal animation project inspired by Ricky Nelson's rendition of the song "Funny How Time Slips Away."
- Cat Sketcher (Houdini, Blender)
- Developed a procedural animation and workflow for animating characters drawing using Houdini's VEX and Blender.
- UPSTREAM (Blender)
- Collaborated with fellow Technical Director interns at Pixar on an animated short, contributing to animation and developing a facial rigging system that automated texture switching, streamlining workflows and reducing production time.
- Chromatic Aberration Shader (C/C++, OpenGL, GLSL)
- Wrote a chromatic aberration shader with sliders that control individual indices of refraction for R, G, B, allowing for various effects. Referenced this implementation.
- Geometry Shader with ChromaDepth (C/C++, OpenGL, GLSL)
- Wrote a geometry shader that takes the triangles of an object, computes their centroid, quantizes the location of the centroid, and bends the triangle vertices around that centroid to form a partial sphere. More vertices can be added using triangle interpolation. ChromaDepth colors the scene by eye coordinate depth: red in the front, blue in the back, and green in the middle (though this can be adjusted using created sliders that control the Z depths of red and blue).
- Cube Mapping Reflective & Refractive Bump-mapped & Displacement-mapped Surfaces (C/C++, OpenGL, GLSL)
- Wrote a shader that uses cube-mapping to create a reflective and refractive display of a bump-mapped and displacement-mapped surface.
- Random Cobweb Generator (C/C++, OpenGL)
- Developed a random cobweb generator using C++ and OpenGL for my final project, drawing inspiration from DreamWorks' 2011 paper, "Building and Animating Cobwebs for Antique Sets."