Work and Projects
A collection of personal, professional, and academic work. It is not forcefully in chronological order, but it is categorized on my experiences from design, Unreal Engine development, to graphics programming.
Unreal Engine Development
currently focused on educational technology shipped outputs in Virtual Reality.
Enhanced Auditory Reality Simulation for Improved Mapping
A sound localization evaluation tool. Developed the weather system, flora and fauna instancing tools, material texturing, and UI functionalities.
Procedural Poetry Playhouse
An application for the UBC Creative Writing faculty. Developed maze generating algorithms, object instancing systems, and UI functionalities.
Rendering and Shader Development
programs with a goal on producing creative visual media.
Physically-based Rendering Engine
An OpenGL ECS graphics engine for learning how graphics engines can be built and structured. Supports deferred rendering, material systems, model loading, image-based lighting, shadow mapping, and terrain systems.
3D Pixel Art Rendering Pipeline
A pipeline from rendering techniques to create a pixel art aesthetic. Material and post-process shading consists of quantization, edge detection, real-time reflections, and raymarching.
Physically-Based Moebius Shading
A post-processing shader that focuses on producing outlines and procedural hatching. The output creates a two-layered, physically-based, cel shading which retains all of the lighting data to create an accurate, illustration effect.
Multi-pass Painterly Shading
A multi-pass anisotropic kuwahara filter. Uses Unreal Engine 5.5's user texture input feature on post processing materials, making it possible to store and organize sobel, gaussian, and kuwahara filters in different passes.
Procedural Tools and Systems
sub-features and tools developed for streamlining projects.
Procedural Environment Generation Tool
A PCG tool that uses a multi-layered noise mapping algorithm for mesh and assembly instancing.
Night Sky System
A tool to easily calibrate the night sky built for a sky sphere material. Involves moon phase shading.
Simulations and Explorations
records of learning to build new things.
Advanced Lighting from Learn OpenGL
Learning outputs that uses PBR, IBL, and deferred shading concepts from Learn OpenGL.
Tilemap Art Study - Ambience
A style study composition based on modern 2D pixel games focusing on ambient environments.
Parametric Surfaces Application
A short simulation app animating optimized mathematical surfaces.
Organic Fractal Simulation
Procedurally generating a depth-based colored, 3D organic Sierpinski Pyramid.
3D Modelling and Digital Design
problem solving and creative thinking in visual mediums.
Minecraft Education Learning Portal
researched and developed an innovative hub server framework for Minecraft Education.
Puntahanan: a design framework
a study on reconsidering voids from light industry locations.
Adriatiko
experimenting placemaking theory on abandoned streetscapes.
Laguna Industrial Town Design
allocating community spaces for unused plots via urban plan strategies.