Zion
Zion

Render tests in Cinema 4D. Using Telephoto settings for the camera & HDRI lighting.

Hyper-Log
Hyper-Log

Hyper-Realistic graphic rendering using Photogrammetry scanned assets & Octane Renderer.

Secondary Worlds
Secondary Worlds

Terrain render test using World Machine’s 3D Map Generator.

ReFrame
ReFrame

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.

Eigen Vector
Eigen Vector

Experiments with procedural fractal arrays for a platonic in Cinam4D & rendered using GPU accelerated Octane Renderer.

Poly Mammoth
Poly Mammoth

Particle Simulations using X-Particles over a mesh topology & rendered using Redshift. Post-production done with Adobe’s After Effects & Premier.

AweSeven
AweSeven

Design for an interactive Education Game for the SMALLab (Situated Multimedia Arts Learning Lab) in Pittsburgh. Made using Autodesk Maya & Adobe Suite.

ATC TAW- M
ATC TAW- M

Ambient lighting render tests with Quixel Mega Scan terrains & Octane Renderer.

TZ-87
TZ-87

Spline Render tests in Cinema 4D with character rigging & pose transformation using Mixamo. Post done in Adobe Suite.

Streetlamp
Streetlamp

Doodles made on an iPad using Procreate.

Palette
Palette

Mesh Displacer & Mograph tests in Cinema 4D. Rendered using Redshift.

Fossil
Fossil

Sketch made on an iPad (Procreate) using the “Block Print Technique”

ReFrame II
ReFrame II

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.

Influx
Influx

Experiments with perception of depth & shadow play on multiple layers of a Photoshop project.

Lunar 47
Lunar 47

Cinema 4D render for an Audio Project. Post done using Adobe Suite.

Calculus
Calculus

Real-time GPU accelerated particle simulations using Unity’s VFX Graph.

Empire
Empire

Level design for Unity’s Real-time High Definition Rendering Pipeline. Using photogrammetry scanned 3D assets.

HUD
HUD

Concept design for an Edge-Centric Auto-Analytic SW suite.

Autumn
Autumn

Low Poly Mesh render tests in Cinema 4D.

Zion
Hyper-Log
Secondary Worlds
ReFrame
Eigen Vector
Poly Mammoth
AweSeven
ATC TAW- M
TZ-87
Streetlamp
Palette
Fossil
ReFrame II
Influx
Lunar 47
Calculus
Empire
HUD
Autumn
Zion

Render tests in Cinema 4D. Using Telephoto settings for the camera & HDRI lighting.

Hyper-Log

Hyper-Realistic graphic rendering using Photogrammetry scanned assets & Octane Renderer.

Secondary Worlds

Terrain render test using World Machine’s 3D Map Generator.

ReFrame

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.

Eigen Vector

Experiments with procedural fractal arrays for a platonic in Cinam4D & rendered using GPU accelerated Octane Renderer.

Poly Mammoth

Particle Simulations using X-Particles over a mesh topology & rendered using Redshift. Post-production done with Adobe’s After Effects & Premier.

AweSeven

Design for an interactive Education Game for the SMALLab (Situated Multimedia Arts Learning Lab) in Pittsburgh. Made using Autodesk Maya & Adobe Suite.

ATC TAW- M

Ambient lighting render tests with Quixel Mega Scan terrains & Octane Renderer.

TZ-87

Spline Render tests in Cinema 4D with character rigging & pose transformation using Mixamo. Post done in Adobe Suite.

Streetlamp

Doodles made on an iPad using Procreate.

Palette

Mesh Displacer & Mograph tests in Cinema 4D. Rendered using Redshift.

Fossil

Sketch made on an iPad (Procreate) using the “Block Print Technique”

ReFrame II

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.

Influx

Experiments with perception of depth & shadow play on multiple layers of a Photoshop project.

Lunar 47

Cinema 4D render for an Audio Project. Post done using Adobe Suite.

Calculus

Real-time GPU accelerated particle simulations using Unity’s VFX Graph.

Empire

Level design for Unity’s Real-time High Definition Rendering Pipeline. Using photogrammetry scanned 3D assets.

HUD

Concept design for an Edge-Centric Auto-Analytic SW suite.

Autumn

Low Poly Mesh render tests in Cinema 4D.

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