http://cg.skeelogy.c om/projects-chain.ph p
A fake chain simulation written using Microsoft XNA 3.0. It is meant to mimic a rigid body simulation by using a simpler and cheaper alternative: a soft body simulator. Length constraints are used to maintain the distances between the chain segments, which makes the whole chain look like it is undergoing some kind of collision handling.
http://cg.skeelogy.c om/projects-muskeela r.php
Video showing the features of Muskeelar, my muscle system for games. Implemented as Maya plugin and visualized in OGRE.
http://cg.skeelogy.c om/projects-aifighte r.php
A.I. Fighter is a 3D beat-'em-up style fighting game in which the player will control a fighter using the keyboard and engage the computer's fighter over a short duration. It is created for us to test out training of computer A.I. using Neural Networks.
http://cg.skeelogy.c om/demoreels-rigging .php
This demo reel showcases the character rigging, simulation and rig-related programming works that I have done over the past few years.
http://cg.skeelogy.c om/projects-cloth.ph p
A simple cloth simulation written using Microsoft XNA 3.0. This uses a series of springs (structural, shear and bend springs) and constraints. The two top corners of the cloth is pinned using a point constraint and can be controlled by the user.
http://cg.skeelogy.c om/projects-face-rel ight.php
In this project, we are trying to relight a face in a 2D image, given only a single image. The 3D face model is obtained first by using a morphable model. The matching/optimizatio n then starts to find the best weights for the morphing. Finally, we relight the synthesized 3D model and composite it back onto the 2d image to obtain the results.
http://cg.skeelogy.c om/demoreels-game-ph ysics.php
This demo reel showcases the implementations done for character physics, fluid physics and soft body physics. There is also a section on collision handling between different types of objects. Most of them are implemented using Microsoft XNA 2.0, with some done using OGRE.
http://cg.skeelogy.c om/projects-butterfl y-lovers.php
This is the intro and ending for a wedding video, done in 3dsmax. A butterfly goes on a search for its life partner and comes back with its loved one.
Note that the main wedding video has been replaced by the words "Main Wedding Video" in the middle of the clip.
http://cg.skeelogy.c om/projects-cloth.ph p
This is meant to be a negative example to show how a cloth simulation will look like without using length constraints. The cloth tends to be very elastic and quite unstable as the different springs fight against one another.
To see the real cloth simulation example, please visit http://www.youtube.c om/watch?v=JncQOCg9F S0.
http://cg.skeelogy.c om/projects-SPH2.php
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control. Done using Microsoft XNA 2.0.
http://cg.skeelogy.c om/projects-PSB.php< br />
A pressurized soft body model is used to create the nice wobbly effect of this balloon. A gas is pumped into the balloon to maintain its shape and volume. Surface springs are used to created surface tension. Local deformation is achieved by adjusting the rest lengths of the surface springs. Done using Microsoft XNA 2.0.
http://cg.skeelogy.c om/projects-muskeela r.php
This video shows my muscle system Muskeelar in action in OGRE. It compares a fighter character in motion, with and without muscle dynamics.
http://cg.skeelogy.c om/projects-subdivis ion.php
Subdivision algorithm is used to fit a high resolution mesh to a low resolution mesh that undergoes Physics simulation. This reduces computational costs (e.g. due to simulation, collision detection etc) while maintaining a smooth appearance in real-time. Implemented in Microsoft XNA 2.0.
http://cg.skeelogy.c om/gallery-rigs.php# hair
This is a simple hair simulation for games. Basically uses joint chains with dynamics simulation. The animation can either be baked out or a dynamics solver can be written in order to playback the animation in real-time.
http://cg.skeelogy.c om/knowledge-collisi on-detection.php#inf luencemaps
In this demo, the character is scheduled to walk straight through the obstacle but ends up steering past the obstacle due to the repulsive forces. The markings on the ground indicates the influence map.
http://cg.skeelogy.c om/projects-IK.php
This is an IK solver written in OpenGL. It uses the Jacobian matrix to approximate the linear solution to the non-linear IK problem.
In the demo, the user can press spacebar to generate a random point in space and the end effector will move towards it.
This video is playing at approximately 3 times the normal speed.