Projects.
Below is a list of projects, ranging from independent work to research.
Click any of the video cards to view the work and additional behind-the-scenes. Happy viewing!
GLSL Shader
Three.JS • GLSL
Data-Driven City Generator
Three.JS • Python
Deep Generative Environments
Unity • Pix2Pix • TensorFlow
AR Typography
Unity • AR Core • After Effects
AE Plug-In Development
After Effects SDK • C++ • Processing
Motion Capture Parser
After Effects • ExtendScript
OpenMP Rasterization
C++ • OpenMP • Raylib
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 perform vertex 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 deferred 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 rasterization and the penalty of memory accessing in the G-buffer that lead to results that only merely improve temporal performance in more complex 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 overcome the local minima 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
After Effects • Photoshop
Vector-Based Animation
After Effects • Illustrator
Hand-Drawn Animation
After Effects • Flash • Photoshop
Kinetic Typography
After Effects • Flash • Illustrator
Kinetic Typography
After Effects • ExtendScript
Video Edit
After Effects • Flash • ExtendScript
Hand-Drawn Animation
After Effects • Flash
Kinetic Typography
After Effects • Illustrator
Kinetic Typography
After Effects • Illustrator
Kinetic Typography
After Effects • Illustrator • Photoshop
Kinetic Typography
After Effects • Illustrator
Motion Graphics
After Effects • Illustrator
Interactive Graphics
JavaScript • P5.JS
Web Application
React • Django • Mapbox
Web Development
HTML • CSS • jQuery • P5.JS