Walt Disney Animation Studios' state-of-the-art, in-house production physically based renderer, used on all productions since 2014.
I joined the team in 2015 and work on all parts of the renderer, including core architecture, geometry traversal, lighting and shading, volume rendering, and much more!
The 56th feature film by Walt Disney Animation Studios. Rendered entirely with Disney's Hyperion Renderer. Parts of Hyperion I worked on for Moana: lighting/rendering, curve rendering for feathers and vegetation, geometric efficiency, and more.
On crew from 2015 to 2016. My first film credit! Credited as part of the Hyperion Renderer team.
The 55th feature film by Walt Disney Animation Studios. Rendered entirely with Disney's Hyperion Renderer. I mostly did support and minor bugfixes to the renderer, since I was very new to the studio at the time.
On crew in 2015. Uncredited.
ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2014) Volume 33 Issue 6, Nov 2014. Article No. 180. DOI: 10.1145/2661229.2661259. Shenzen, China, December 3-6, 2014
A high-performance, physically based renderer written in C++11 with a focus on state-of-the-art light transport, material models, and advanced production-quality features. Also used to explore renderer architecture ideas and concepts.
Developed 2011 to present. I continue to work on Takua in my free time as my primary personal hobby/research project.
An experimental fluid simulator written in C++11 from scratch, based on the popular PIC/FLIP fluid solver algorithm. Includes exact raycast-based fluid-solid boundary detection, meshing via OpenVDB, and Houdini integration via Pario.
Developed in 2013 and 2014. Originally written for a class final project, then expanded out of personal interest.
Prototype/experimental GPU pathtracer written in CUDA from scratch. Developed to explore the feasibility of building high performance physically based renderers on GPUs. This was before GPU pathtracing was very common!
Developed in 2012. Written for a class final project in collaboration with Peter Kutz.
A Semi-Lagrangian fluid simulator written in C++, capable of simulating multiple liquids with various properties interacting with an environment and each other. Based on the paper Multiple Interacting Liquids by Losasso et al.
Developed in 2012. Written for a class final project in collaboration with Dan Knowlton.
A Semi-Lagrangian smoke simulator and integrated volumetric renderer written in C++. The smoke simulator uses MAC-grid advection and a preconditioned conjugant gradient solver. The volume renderer is a simple raymarcher with blackbody emission and was written from scratch.
Developed in 2011 and 2012. The simulator and renderer were originally written for different classes and then extended out of personal interest.
A mass-spring damper system capable of simulating multiple interacting jello cubes, along with environment-jello interaction.
Developed in 2012. Originally written for a class project that only required a single jello cube interacting with a plane, and then heavily extended out of personal interest.