Kevin Chang - Portfolio

Physically Based Animation Project - Cloth Simulation



Physically Based Clothing Simulation (C++, openGL) - Created a cloth simulation project that used three different integration methods: Euler, Midpoint, and Runge-Kutta. The person was modeled using cylinders so intersections could be handled using particle-cylinder intersection tests. The tests track for cloth "collisions" where the particles are close to the cylinder as well as penetration, for when the cloth enters a cylinder as a result of the integration timestep being too large. When colliding, the particles are given a repulsion force so the particle will be kicked out, and penetrations are handled by moving the particle back out of the cylinder and applying similar repulsion forces.

Spring Network - The cloth uses a network of bend springs, shear springs, and stretch springs. These help to give it the look and "bounce" of real clothing, and adjustments to the springs can lead to different types of fabric.



Machine Project - Chase Sequence



WWII Fighters - Created a chase sequence between two fighters. Used glow effects for the bullets and muzzle flashes. Shot three used a camera that followed behind the spitfire. The sequence uses the ocean environment shown below. The buoy in shots one and four is set as a boat in the ocean, which can be seen as it floats along the waves. The flag is attached to the pole as an nCloth object with a wind value set.


Character Animation Scene - Triceratops Clip



Character and Environment - Created a short clip animating my triceratops character model in an outdoor environment scene. Used fur effects for the grass, and bumped and textured the ground for the small visible patches of dirt. Used the sculpt 3D geometry tool to create the elevation change for the ground and the mountain. The sky and clouds use fluid effects containers, as does the explosion at the end of the clip originating from behind the mountains.


      


Maya Fluid Effects - Ocean Horizon Environment



Ocean and Clouds - Used the Maya Fluid Effects to create an ocean and simulate environmental clouds and the sky. Used a 3D fluids container with velocity and density turned off for the clouds. Used a second, larger 3D fluid container for the sky. The first image shows the clouds before the addition of the 2nd container for the sky. The second is the complete scene.


      


Maya Fluid Effects - Stormy Ocean



Maya Ocean - Used the Maya Fluid Effects Ocean System to render a stormier ocean. This image uses foam effects which can be seen against the deep blue color of the before fog image. To create the storm effect I changed the wave height, turbulence, and wave peaking values, as well as increased wave frequency to create higher peaks and more frequent crashes. The image on the right includes fog effects for the ocean.


      






Maya Particle System - Fire



Fire Simulation - Used the Maya particle system to simulate fire. Used a volume emitter with the speed set away from the center. The particles utilize a color ramp, opacity ramp, and mass ramp, and have a random lifespan component. It was rendered using Maya Hardware so it could be used as a possible distant fire in games.

      





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