RailSim
I worked as a research assistant at the Electronic Visualization Lab at the University of Illinois at Chicago from 2012 to 2013. As a part of this lab I was primarily involved in the 'RailSim' project. It involved the 3d visualization of a railway simulation in a virtual reality environment known as the CAVE2™. The CAVE2™ is a hybrid system that combines the benefits of both scalable-resolution display walls and virtual-reality systems to create a seamless 2D/3D environment that allows a user to get a highly immersive experience allowing for a detailed analysis of visualized scientific data. Through the course of this project I used and contributed to 'OmegaLib' a C++ framework for the CAVE2™ developed internally at the lab. I am also worked with Open Scene Graph, OpenGL and shader programming(GLSL) to implement some of the more involved features for the visualization.
I worked as a research assistant at the Electronic Visualization Lab at the University of Illinois at Chicago from 2012 to 2013. As a part of this lab I was primarily involved in the 'RailSim' project. It involved the 3d visualization of a railway simulation in a virtual reality environment known as the CAVE2™. The CAVE2™ is a hybrid system that combines the benefits of both scalable-resolution display walls and virtual-reality systems to create a seamless 2D/3D environment that allows a user to get a highly immersive experience allowing for a detailed analysis of visualized scientific data. Through the course of this project I used and contributed to 'OmegaLib' a C++ framework for the CAVE2™ developed internally at the lab. I am also worked with Open Scene Graph, OpenGL and shader programming(GLSL) to implement some of the more involved features for the visualization.
Critical Mass
This game was developed by a cross-functional team of 5 (led by me) in Unity3d. It is a first-person-physics-puzzle shooter most akin to portal. The game concept and the development log is available at this website: http://deliriumstudios.weebly.com/
Following is a short video demo of the game-play :
This game was developed by a cross-functional team of 5 (led by me) in Unity3d. It is a first-person-physics-puzzle shooter most akin to portal. The game concept and the development log is available at this website: http://deliriumstudios.weebly.com/
Following is a short video demo of the game-play :
Gravity bomber
Note: Watch till the end to see all the game-play features
The ship is controlled with the arrow keys.
The direction of gravity is changed with WASD. The currently active gravity is indicated by which extreme wall within the game is blue.
Space-bar deploys the bomb.
This game can be played at the following link: http://www.newgrounds.com/portal/view/446133
Politcal Pinball
A politically themed pinball game built in unity3d with the ability to tilt the table in 3 directions using WAD using powerups.
Infection
A chain reaction game concept featuring three kinds of objects- red blood cells, white blood cells, split-cells. An infected cell is launched with a simple click and drag mouse action to launch the cell and trigger the spread the infection to a required number of red blood cells to pass the level.
Perspective projections
An academic project using C++ and opengl libraries to read an environment of wire-frame models in 3d space and create its 2d projection, including clipping and camera movement
Recursive ray-tracing:
In C++ using opengl libraries. Each pixel is rendered individually using a lighting equation that accounts for ambient light, diffuse reflection, a specular component and recursive reflection and refraction. The objects in the environment are read from various sample databases. Various reflective and optical materials have been rendered.
In C++ using opengl libraries. Each pixel is rendered individually using a lighting equation that accounts for ambient light, diffuse reflection, a specular component and recursive reflection and refraction. The objects in the environment are read from various sample databases. Various reflective and optical materials have been rendered.
My personal experiment with 9 spheres and a reflective bottom surface. As predicted it took almost thrice as long to render due to maximum possible recursive reflections(capped within the code).