Projects.
Below is a list of projects, ranging from independent work and research to classwork. Clicking the video cards will load the selected work for viewing and offer additional information about production details. You can switch between tabs to view animations, research, graphics applications, and websites I've build and created. Happy viewing!
GLSL Shader
Fall 2019
Data-Driven City Generator
Spring 2020
Deep Generative Environments
Spring 2018
AR Typography
Spring 2018
AE Plug-In Development
Fall 2018
Motion Capture Parser
Spring 2018
OpenMP Rasterization
Spring 2020
3A2A: 3D-Assisted 2D-Animation Character Pipeline
Dadfar, Pollard
Animation pipeline that creates NPR hand-drawn character sketches from stick figures by algorithmically sketching over a toon-shaded posed 3D character model sequence. If anyone can draw stick figures, then anyone can animate.
ICIG 2021
[ Paper ] [ Video ]
Autonomous Environment Texturing of Procedurally Generated Cities
Dadfar, Huang, Celik
By training style transfer algorithms on labeled street photographs from the Cityscapes and GTA V dataset, we can apply these stylizations onto our pre-recorded segmented city to autonomously texture our environments, lessening the need for human-design and intervention when creating 3D interactive environments.
CCGIV 2021
[ Paper ] [ Video ]
Frequency-Based Texture Caching
Dadfar, Yang
We propose a new cache eviction policy that combines a baseline LRU ranking with texture access frequency to compute an eviction score that evicts textures from the cache that have not been recently used and have a low probability of being accessed in the future. We find that our algorithm does increasingly better than pure LRU for higher cache associativities.
[ Paper ]
Japanese-Style Toon-Based Water Shader
Dadfar, Welling
Produces a Non-Photo-Realistic (NPR) water shader inspired by The Great Wave off Kanagawa by Katsushika Hokusai. We performvertex position updates based on interpolated spline calculations on the CPU, laplacian height diffusion in the vertex shader, and thresholding on position, curvature, and heightmap information in the fragment shader.
[ Paper ]
[ Demo ]
[ Code ]
An Analysis of Deferred Tile-Shading
Dadfar, O'Toole
Implemented deffered shading into a tile-based rasterization pipeline coded on the CPU using intel intrinsics. We find an evident trade-off in the speedup of deferring rasterizatin and the penalty of memory accessing in the G-buffer that lead to results that only mearly improve temporal performance in more compelx scenes.
[ Writeup ]
3D Global Registration Using ICP and Branch-&-Bound Search
Pillai, Dadfar, Yang
Global registration of 2 point clouds using a Branch and Bound (BnB) search over the euclidean transformation space with ICP sub-routines to overcoming the local minimas that regular ICP would get stuck in.
[ Paper ]
Stabilizing Object Lighting Under Variable Lighting Conditions in Video
Dadfar, O'Toole
Light-stabilization algorithm that takes into account object BRDFs to relight sequences of frames subjected to variable lighting conditions. We compute illumination changes in objects independently and apply a calculated relighting mask to a sequence of video frames to stabilize changes in illumination.
[ Paper ]
Hand-Drawn Animation
Fall 2018
Vector-Based Animation
Fall 2018
Hand-Drawn Animation
Spring 2018
Kinetic Typography
Spring 2018
Kinetic Typography
Spring 2018
Video Edit
Spring 2018
Hand-Drawn Animation
Fall 2017
Kinetic Typography
Fall 2017
Kinetic Typography
Fall 2017
Kinetic Typography
Fall 2017
Kinetic Typography
Fall 2017
Motion Graphics
Fall 2016
Web Application
Fall 2019
Web Development
Spring 2018
Course Website
Fall 2017
Interactive Graphics
Spring 2018
Audio Builder Game
Fall 2017
Audio Artist
Spring 2018