K OKI  NAGANO

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P ROJECTS

Here you can find some miscellaneous projects I worked on.

GPU-Accelerated Inverse Rendering Using Multi-Objective Particle Swarm Optimization
(CS596 Scientific Computing and Visualization Final Project)
  • Best Final Project Award
As-Rigid-As-Possible Surface Modeling for Heterogeneous Deformable Surfaces
(CS599 Digital Geometry Processing Final Project)
Model Reduction for One-Dimensional Convection-Di usion Equation Using Finite Element Method
(MATH501 Numerical Analysis and Computation Final Project)
Digital Geometry Processing Techniques
(CS599 Digital Geometry Processing Class Assignment)
  • Valence viewer/ Registration/ Implicit surface reconstruction/ Surface smoothing/ Mesh decimation/ Remeshing
  • [Results]
Projector Array for Holographic 3D Display
(CTAN502 Experiments in Stereoscopic Imaging Final Project)
Constrained particle system
(CS520 Computer Animation and Simulation Class Assignment)
  • Formulate a constraint 1D chain using Lagrange multipliers and solve the linear system using SVD, dealing with positive definiteness of the system. The 4D external force field is generated by a perlin noise. Combined a face with IBL to make a more interesting scene. [constraint 1][constraint 2]
Motion capture interpolation
(CS520 Computer Animation and Simulation Class Assignment)
  • Drop some of the keyframes from the motion capture data, and interpolate positions using linear or Bezier interpolation, and angles using the Euler angle or quaternion with spherical linear interpolation. [Bezier Euler vs original][Linear Quaternion vs original][Bezier Quaternion vs original]
  • collision detection for fun: if there is a collision detected in the path, locally rotate the model by the angle between the path and the tangent from the potential colliding point.[Video]
Simulating a jello cube
(CS520 Computer Animation and Simulation Class Assignment)
  • Simple mass-spring jello cube simulation with penalty based collisions with a bounding box and an inclined plane with an interactive user control, numerically integrated by explicit methods
Rendering using Hybrid Normals under HDR light probe
(CS580 3D Graphics and Rendering Final Project)
LPM
Rendering Participating Meda using Light Propagation Maps

 

 
   
   



Koki Nagano © 2015