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Nadine Aburumman's Projects

projective-dynamics icon projective-dynamics

Implementation of the Projective Dynamics simulation method proposed by Dr. Ladislav Kavan et al. in 2014. This method of simulation projects each constraint locally and in parallel by making use of the OpenMP library, which allows the algorithm to maintain real-time performance speeds even with complex models, before solving for the system globally. This is the first publicly available implementation of this research. Project video found at: https://www.youtube.com/watch?v=pAG6ZEm7-Zc

rgc-real-time_gender_classifcation icon rgc-real-time_gender_classifcation

Face is one of the most important part in human. Arguably, images of human face provide a lot of information such as age, gender, ethnicity, identity, expression...etc. Therefore gender recognition by face is consider one of the active research area of computer vision; there are huge numbers of applications where gender recognition can be useful, like biometric, authentication, high- tech surveillance, security systems, criminology and augmented reality...etc. Not surprisingly, thus, that a very large number of studies has investigated gender recognition from face perception in humans.

sk-render-skeleton icon sk-render-skeleton

Python script that converts the skeleton or a set of joints in Autodesk Maya to set sphere and cone primitives substituting the wireframe standard mode of visualizing skeleton in Maya.

splishsplash icon splishsplash

SPlisHSPlasH is an open-source library for the physically-based simulation of fluids.

student-resources icon student-resources

Simple examples and reference material for my students and the wider interested community.

tetgen icon tetgen

This is a clone of "A Quality Tetrahedral Mesh Generator and a 3D Delaunay Triangulator" tetgen; Official website:

three-mesh-bvh icon three-mesh-bvh

A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.

virtualrig icon virtualrig

VirtualRig: an interactive 3D tool for rigging and skinning 3D characters from motion capture data, where the resulting animation and skinning quality is comparable to that of modern video games.

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