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  • Particle system

KD-Tree Acceleration is implemented to simulate the collision of particle system with complicated models.

Spherical particle generator emit thousands of particles with random distributed velocity, lifetime to simulate fireworks.

Physically Based Rendering

The following projects were created from scratch in VIZA 659/CSCE 649 Physically Based Modelling class in Fall semester, 2017. We started from simple bouncing ball in a box, to more complicated particle system simulation and flocking simulation. I am still working on it right now.

Language and tools: C++, Opengl, GLSL, Qt.

  • Flocking System

        The Flocking system simulate a school of fish moving inside a 3D fish pond with a sphere obstacle, where green fish is the predator of red fish and red fish is the predator of yellow fish. Three flocking rules (avoidance, velocity matching and centering), steering and banking are implemented here. 

  • Rigid Body

RK4 integration method, vertices/face and edge/edge collision detection are implemented to simulate rigid body movement

  • Fluid Simulation

SPH method and spatial grid acceleration are implemented to simulate fluid movement

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