Deferred Shading for Multiple Real-Time Soft Shadow Maps
Deferred shading is an increasingly popular method for real-time graphics which delays lighting until after polygon rasterization. To render high quality images, deferred shading is used here to create multiple, independent soft shadow maps which are composited with the color stage. Screen passes for ambient occlusion and depth-of-field are also included. click for details
       
    Interactive Water Streams with Sphere Scan Conversion
ACM Symposium on Interactive 3D Graphics and Games, 2009.
Boston, MA (in press)
Fully interactive water streams present several computational challenges. This project focuses on the surface polygonization problem rather than fluid computations to achieve real-time water streams. Comparisons are made to video of real water.
    click for video
       
   

Analysing Performance and Efficiency of
Smoothed Particle Hydrodynamics

Graduate Workshop in Computer Science, UC Santa Barbara, 2008.
A comparison of trends in SPH simulation shows major increases in performance due to GPU acceleration, but a drop in algorithm efficiency as the research community becomes familiar with parallel programming. A GPU-based simulation of fluids using CUDA was developed to compare CPU and GPU performance. Renderings show high quality fluids with shadows, SSAO and depth of field.

click for video

       
   

Fluids v.1 - A Fast, Open Source, Fluid Simulator
Fluids v.1 is a simple, easy-to-understand, efficient implementation of Smoothed Particle Hydrodynamics on the CPU. Fluids simulates breaking waves, vorticies, turbulence, and . Designed to allow developers to easily explore and understand SPH methods. click for details
Windows (Zlib license): fluids_v2.zip
Linux (Zlib): fluids_v2.tar.gz (Thanks to Fariza Dian Prasetyo, Indonesia)
Requirements:
- CPU version. Basic graphics card (GeForce 5800 or higher). Everything is included. Uses freeglut 2.6.
- GPU version. CUDA capable GPU (GeForce 8800GTX or higher), and CUDA ver 2.3 Toolkit & Drivers.

       
    Inchworm: Dynamics in Segmented Creatures
Inchy is a simulation of the muscles and dynamics of articulated, segmented creatures. This inchworm creature attempts to maintain dynamic "target" poses, which is accomplished by simulated muscle forces which change or maintain joint angles, and keep the creature upright. Unlike kinematics, dynamics simulates the actual forces in the muscles of moving bodies.
click for details
     
    Markerless Match Moving with 2D Camera Tracking & Compositing
A simple, effective tracking technique allows for markerless match moving of stationary cameras with unsteady motion. A variety of effects can be achieved including motion smoothing, digital compositing and matte construction without the need for full 3D tracking.   click for video
       
    Social Evolution:
Crowd Simulation with Evolutionary Behavior
Social Evolution is an experiment in simulated societies with evolutionary behavior. Character agents engage in a range of activities including standing, sitting, eating, sleeping, killing, mating, walking, raking (harvesting) and seeding (planting). Each character performs these actions in differing proportions, while their offspring evolve these traits to create unique, unexpected, global behavior. click for video
       
       
   

Quanta
Master's Thesis, University of California Santa Barbara, 2007.

Quanta incorporates a novel, non-relational database, and five visualizations to present a prototype for visual knowledge organization. Developed over 4 years around the idea of a visual internet, Quanta presents an in-depth study of existing databases, ontologies, language representation, information visualization and distributed knowledge systems.
click for video and PDFs

       
    MINT/VXF - A High-Performance Computing Framework
for Interactive Multimedia

Future of Media Arts, Science and Technology (MAST 2009),
University of California Santa Barbara. NSF IGERT Project, 2006-2008
MINT/VXF is an open source multimedia framework designed to enable new media art and scientic research by providing a broadly designed meta-library for C++. Specific goals include support for common tasks in both science and the arts, such as tiled display rendering, and seamless video and device integration.
click for PDF
       
    GameX: A Platform for Incremental Instruction in Computer Graphics and Game Design
ACM SIGGRAPH 2005, Educators Program
Created to found the Game Design Initiative at Cornell University in 2001,
GameX is a simple, 2D graphics
and sound engine for incremental education in computer graphics. GameX provides an incremental API, allowing both novice and advanced students in computer science to create games while learning fundamental graphics theory, and collaborating in teams with students in the visual arts.
       
    Raycast
Written in 1993, Raycast is a complete raytracer written in BASIC. Features included spatial partitioning, refraction, progressive rendering, Phong shading, Warn illumination, and shadow maps. Still images were created in 13 hours on an IBM Intel 80386.
       
 
    3D Multi-touch Table
Dan Overholt & R. Hoetzlein
Developed using the MINT/VXF framework, the 3D Multi-touch Table was conceived to allow designers and arts to create three dimensional forms. Users wear a glove with colored LEDs, tracked by two cameras, which allow them to sketch on a 2D surface, then simply touch and loft those curves to create 3D shapes.
       
    Monarch: A Visual Language for Media Arts
Jorge Castellanos (Media Art) & R. Hoetzlein
Monarch is a conceptual interface for a New Media Arts tool. Using simple, easily identified modules, the tool would allow artists to create dynamic, real-time artworks with sound, visuals and input devices without requiring programming experience. While the system is non-functional, in this prototype the interface was completely developed, with modules, zoom and pan, line routing, and smart connections.
       
    VisualCell
Gene Network Sciences (c) 2002-2004
The VisualCell is software for biological simulation and modeling of virtual cells. Graphical user interfaces were developed to allow biologists to express, connect and measure reactions in simulated systems. Unique contributions include overlayed graphs and automatic orthogonal line routing in the plane.
       
    The Connected Book
Monica Bulger (Education) & R. Hoetzlein
       
 
       
    Motion Control Systems
These custom-made motion control boards were developed to drive robots for the BFA Thesis in robotic sculpture. High power relays are controlled by a PC computer. One system uses the parallel port to drive 8 bi-direction automotive motors, while another uses an automation card (Boondog) to drive sixteen 5-volt, 1/2 amp relays to control linear solenoids.
       
    3D Lego Digitizer
The 3D Lego Digitizer scans 3D objects as point-clouds with 1 mm accuracy. The only non-lego parts are small mirrors, a camera, and laser. A "carriage" moves the laser beam to scan a plane across the object. A camera records this scan which allows the 3D object to reconstructed using laser strip triangulation.
click for project website
       
    Camera Boom
Mischa & Rama Hoetzlein

Built using inexpensive materials, this camera boom gives four degree of freedom. The 10 foot boom can dolly, pan, tilt and rotate the camera head. Experimentals videos were shot using a Panasonic DVX-100 camera against a green-screen with homemade sets.