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Ricky Arietta's Projects

cuda-interactive-rasterizer icon cuda-interactive-rasterizer

This project implements a CUDA based implementation of a standard rasterized graphics pipeline, similar to the OpenGL pipeline. This includes CUDA based vertex shading, primitive assembly, perspective transformation, rasterization, fragment shading, and writing of the resulting fragments to a framebuffer.

cuda-monte-carlo-pathtracer icon cuda-monte-carlo-pathtracer

This OpenGL Project is an implementation of a deferred shader. The program renders out, each into a separate G-Buffer, aspects of the image such as: Z-depth, color, screen space position, horizon-based ambient occlusion, normals, bloom, etc. These buffers can then be combined in various ways to post-process render final illuminated/stylized images of the scene.

geoxml3 icon geoxml3

Automatically exported from code.google.com/p/geoxml3

opengl-deferred-shader icon opengl-deferred-shader

This OpenGL Project is an implementation of a deferred shader. The program renders out, each into a separate G-Buffer, aspects of the image such as: Z-depth, color, screen space position, horizon-based ambient occlusion, normals, bloom, etc. These buffers can then be combined in various ways to post-process render final illuminated/stylized images of the scene.

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

semi-lagrangian-smoke-simulation icon semi-lagrangian-smoke-simulation

My implementation of a Semi-Lagrangian fluid simulator as it applies to smoke. This simulation accounts for the advection of air velocity, smoke density, and temperature. It also accounts solves the Poisson equation for pressure and includes an implementation of both buoyancy and vorticity confinement forces as described by Bridson's 2007 SIGGRAPH notes.

spacetime-optimization-of-articulated-character-motion icon spacetime-optimization-of-articulated-character-motion

I am currently working with Dr. Stephen Lane at the University of Pennsylvania to implement a project focusing on spacetime optimization of character motion. Given a set of user defined input constraints, the goal of this project is minimize a predefined energy function and determine the optimal set of torques and orientations on each body joint that achieves the constrained goals over a finite framerange. This research will tie in directly to Nvidia's physX engine and eventually migrate to the GPU.

stitch-meshes icon stitch-meshes

This authoring tool was developed using Maya's C++ API in order to achieve simple, artist-directable creation of complex garments with stable yarn level detail. All development, design, and implementation completed by Ricky Arietta. Input geometry and stitch library curves modeled by Jennie Shapira. Project video at: https://www.youtube.com/watch?v=azd-q28F3I8

volumetric-clouds icon volumetric-clouds

As a final project for my GPU course at the University of Pennsylvania, I implemented a ray marching volumetric renderer for cloud volumes, as well as a simulation method for the clouds' growth and dynamics. The program is written entirely in CUDA and runs on graphics hardware at interactive speeds. Each cloud is grown and simulated using calculated Perlin noise functions and properties of physical clouds. Project video found at: https://www.youtube.com/watch?v=c28i_oxVeSo

webgl icon webgl

This project explores GLSL and WebGL in two parts: The first part of this project implements a series of GLSL vertex shaders as part of a WebGL demo. I have created three dynamic wave animation using code that runs entirely on the GPU. They use a variety of noise functions to simulate waves on a grid of vertices. In the second part of this project, I have implemented a GLSL fragment shader to render an interactive globe in WebGL. This include texture blending, bump mapping, specular masking, adding an animated cloud layer, and ocean waves and currents generated via noise functions that are dependent on the land mass geometry.

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