Technical Artist, Artist, Developer
Advance Computer Graphics Projects
Spring 2025
In various class projects, I created these animations and renders using advanced ray tracing, global illumination, photon mapping, fluid simulation, cloth simulation volumetric modeling, procedural modeling and texturing.
We used Spring Mass model in order to simulate the cloth physics, and for the fluid simulation we used Navier-Stokes Equations and Marker and Cell (MAC) grids.










Final Project
For our project, we propose an investigation into the issue of procedurally animating the walk cycle of avian creatures. Our proposal relies on body mass and leg length to determine how an avian creature would transport itself by land. We used Unity’s IK system to manipulate the legs of a bipedal model that appears to transport itself in this way. The goal of the project was for users to be able to alter the uniform body mass and leg length and then witness a probable walk cycle of how an avian creature with these constraints would walk in real time using motion curves taken from videos of birds.




My contributions include creating the model (including rigging and texturing) in Blender; writing the LerpBetweenCurves.cs script; doing research into and collecting data regarding, avian walk cycles; rotoscoping; integrating the motion curves for the walk cycles into Unity; writing the BirdCurveData.cs script; and making alterations to the Walker.cs script to work with non-humanoid models.