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Render tests in Cinema 4D. Using Telephoto settings for the camera & HDRI lighting.
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Hyper-Realistic graphic rendering using Photogrammetry scanned assets & Octane Renderer.
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Terrain render test using World Machine’s 3D Map Generator.
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Volumetric Real-time Server Visualization for a Hyper-Local Edge centric AR Analytic suite. It’s a collage of multi-faceted Mapping & Scanning pipelines juxtaposed with custom VSLAM algorithms to provide real-time accuracy in millimetres.
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Experiments with procedural fractal arrays for a platonic in Cinam4D & rendered using GPU accelerated Octane Renderer.
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Particle Simulations using X-Particles over a mesh topology & rendered using Redshift. Post-production done with Adobe’s After Effects & Premier.
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Design for an interactive Education Game for the SMALLab (Situated Multimedia Arts Learning Lab) in Pittsburgh. Made using Autodesk Maya & Adobe Suite.
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Ambient lighting render tests with Quixel Mega Scan terrains & Octane Renderer.
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Spline Render tests in Cinema 4D with character rigging & pose transformation using Mixamo. Post done in Adobe Suite.
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Doodles made on an iPad using Procreate.
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Mesh Displacer & Mograph tests in Cinema 4D. Rendered using Redshift.
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Sketch made on an iPad (Procreate) using the “Block Print Technique”
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Volumetric Real-time Server Visualization for a Hyper-Local Edge centric AR Analytic suite. It’s a collage of multi-faceted Mapping & Scanning pipelines juxtaposed with custom VSLAM algorithms to provide real-time accuracy in millimetres.
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Experiments with perception of depth & shadow play on multiple layers of a Photoshop project.
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Cinema 4D render for an Audio Project. Post done using Adobe Suite.
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Real-time GPU accelerated particle simulations using Unity’s VFX Graph.
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Level design for Unity’s Real-time High Definition Rendering Pipeline. Using photogrammetry scanned 3D assets.
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Concept design for an Edge-Centric Auto-Analytic SW suite.
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Low Poly Mesh render tests in Cinema 4D.
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
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
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
Render tests in Cinema 4D. Using Telephoto settings for the camera & HDRI lighting.
Hyper-Realistic graphic rendering using Photogrammetry scanned assets & Octane Renderer.
Terrain render test using World Machine’s 3D Map Generator.
Volumetric Real-time Server Visualization for a Hyper-Local Edge centric AR Analytic suite. It’s a collage of multi-faceted Mapping & Scanning pipelines juxtaposed with custom VSLAM algorithms to provide real-time accuracy in millimetres.
Experiments with procedural fractal arrays for a platonic in Cinam4D & rendered using GPU accelerated Octane Renderer.
Particle Simulations using X-Particles over a mesh topology & rendered using Redshift. Post-production done with Adobe’s After Effects & Premier.
Design for an interactive Education Game for the SMALLab (Situated Multimedia Arts Learning Lab) in Pittsburgh. Made using Autodesk Maya & Adobe Suite.
Ambient lighting render tests with Quixel Mega Scan terrains & Octane Renderer.
Spline Render tests in Cinema 4D with character rigging & pose transformation using Mixamo. Post done in Adobe Suite.
Doodles made on an iPad using Procreate.
Mesh Displacer & Mograph tests in Cinema 4D. Rendered using Redshift.
Sketch made on an iPad (Procreate) using the “Block Print Technique”
Volumetric Real-time Server Visualization for a Hyper-Local Edge centric AR Analytic suite. It’s a collage of multi-faceted Mapping & Scanning pipelines juxtaposed with custom VSLAM algorithms to provide real-time accuracy in millimetres.
Experiments with perception of depth & shadow play on multiple layers of a Photoshop project.
Cinema 4D render for an Audio Project. Post done using Adobe Suite.
Real-time GPU accelerated particle simulations using Unity’s VFX Graph.
Level design for Unity’s Real-time High Definition Rendering Pipeline. Using photogrammetry scanned 3D assets.
Concept design for an Edge-Centric Auto-Analytic SW suite.
Low Poly Mesh render tests in Cinema 4D.