Current - I am currently working in a research project at the CMU Graphics Lab under professor Adrien Trueille. The project goal is "F
inding an algorithm capable of generating different classes of 2d/3d objects by analogy". That is, given a mesh, the algorithm should be capable of generating a new mesh different from the prior, but that clearly shows similarity in terms of tolpology and style.
January 2009 - The project consisted in developing several tools for the client, Lockheed Martin, for use with the Microsoft Surface Table. The five-month project ended in May.
For further information visit
Souda Project website.
Course Projects - Independent Studies
Texture Synthesis - Image Quilting
June 2009 - The "patch-based" texture synthesis was realized implementing the paper:
"Image Quilting" by Efros and Freeman. The algorithm developed in '01 took this kind of synthesis a step further. Instead of blending overlapping edges with a filter,
Efros and Freeman proposed cutting and joining the respective patches along a boundary for which the difference in pixel values was minimal. A dynamic programming algorithm was my choice for calculating the minimum-cost path.
Watch the images
Fast Texture Synthesis using Tree-structured Vector Quantization
May 2009 - This "
pixel by pixel" texture synthesis was realized implementing the paper:
"Fast Texture Synthesis using Tree-structured Vector Quantization" by Wei and Levoy, '00. Assumed to have a
Marcov Random Field, the algorithm, through an exhaustive nearest neighbour searching andavoids explicit probability construction and sampling, is able to synthesizes a new texture so that it is locally similar to an example texture patch. Implemeting this paper for research purpose I didn't implemented TSVQ Acceleration.
Watch the images
OpenGL - Cloth Simulation
February 2009 - The real-time Cloth Simulation was realized implementing the paper: "Advanced Character Physics" by Thomas Jakobsen.The algorithms were developed and implemented by Jakobsen for use in IO Interactive’s computer game Hitman: Codename 47. The methods proved to be quite simple to implement (compared to other schemes, at least) and have high performance and stability levels.
Watch the video
OpenGL - Smoke Simulation
January 2009 -This is my first Particle System. I developed this simulation implementing the SIGGRAPH 2001 paper: "Particle System Dynamics" made by Andrew Witkins. This simulation is pretty simple but it helps to get used to numeric methods for the approximation of solutions of ordinary differential equations. In this particular case, in principle, I used the Euler's method, then I developed a faster and stabler Runge Kutta 4.
Watch the video
December 2008 - This character was shaded in HLSL.
Normal Mapping, Specular Light,HDR Environment Reflections andeventually a
Glow shader in a second pass have been applied to this model.
Watch the video
November 2008 - This animation is part of a set of five animations made in two weeks as part of the final round of the course "
Building Virtual Worlds". I textured, shaded and lighted the scene.The rendering was completely made using Maya Software, while Mental Ray was not involved at all.
Watch the video
Mental Ray - Slk Rendering
September 2008 - This old SLK was rendered using Mental Ray. The lighting set up is fairly simple, in fact only
mr_physical_skyand
physical_sun have been involved.The car paint was instade made using
mental ray Paint Shader noticeble by the layer of pigments on top of the bodywork.
Watch the pictures