Lei Yang
Tech - WebGL / CUDA
★ International Study Globe
- WebGL Interactive Data Visualization
11-12/2014
WebGL, Javascript, GLSL, Three.js, D3.js, HTML, CSS
LIVE DEMO: http://foxking0416.github.io/GPU-FinalProject/
We designed and implemented a WebGL Interactive Application on the data visualization of global international study trends.
Feature List:
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3D Interactive Globe (Three.js + GLSL)
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Spiral Line Pipe Shader
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Bumping Map Shader
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Objloader
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Skybox
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Particle Animation
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Country Obj meshes
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Study Area Obj Model Vertex-based Morphing
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2D Data Visualization (D3.js)
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Country Selections
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Bar graphs
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History Timeline / Diagram
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Radar Charts on Degree Categories
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★ CUDA PathTracer
10/2014
CUDA
Github: https://github.com/radiumyang/Project3-Pathtracer
FEATURE
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Basic
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Raycasting
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Diffuse surfaces
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Perfect specular reflective surfaces
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Cube intersection testing
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Sphere surface point sampling
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Stream compaction optimization
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Extra
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Supersampling Anti-Alisasing
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Depth of field
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Refraction
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★ CUDA GPU Software Rasterizer
10/2014
CUDA
Github: https://github.com/radiumyang/Project4-Rasterizer
In this project, I implemented a simplified CUDA based implementation of a standard rasterized graphics pipeline, including vertex shading, primitive assembly, perspective transformation, rasterization, fragment shading, testing and rendering. This project is based on the basecode provided at class.
FEATURES
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Vertex Shading
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Primitive Assembly with support for triangle VBOs/IBOs
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Perspective Transformation
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Rasterization through scanline
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Fragment Shading
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A depth buffer for storing and depth testing fragments
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Fragment to framebuffer writing
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A simple lighting/shading scheme, Blinn-Phong, implemented in the fragment shader
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Back-face culling
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Scissor test
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Lines
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Points
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Anti-aliasing
★ CUDA Deferred Shader
11/2014
CUDA
Github: https://github.com/radiumyang/Project6-DeferredShader
Live Demo (http://radiumyang.github.io/Project6-DeferredShader/)
[Please Open in FireFox Browser]
FEATURES
In this project, I was given code for:
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Loading .obj file
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Deferred shading pipeline
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GBuffer pass
I implemented:
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Bloom Shading
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"Toon" Shading (with basic silhouetting)
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Screen Space Ambient Occlusion
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Diffuse and Blinn-Phong shading
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Pixelation Shading
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Frosted Glass Shading