As a researcher, my works are dedicated to enhancing experiential learning through computer animation, visualization, game design, interactive and immersive virtual spaces, and the development of tools for improving visual perception. I’m interested in applying computing technology combined with various art forms to my research so that ideas and information can be effectively conveyed to users. As a naturally collaborative medium, technologies of computer graphics have been applied to multidisciplinary research areas. My works reflect this trend. |
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Moon Rush - is a web-based 3D computer game that promotes the new moon race supported by Google Lunar X Prize. This coming moon exploration will be accomplished with the ingenuity and cost-effectiveness private enterprises rather than large goverment programs. Currently Moon Rush (in design phase) is participating G4C the game design competition for SpaceIL mission, sporsored by the Schusterman Family Foundation in partnership with G4C. See and Read more ...... Moon Rush won the People's Choice Award, based on public voting, in the Shoot for the Moon Game Design Challenge at Games for Change Conference 2014. |
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The Moon Experience - based on the lunar landings of the Apollo program in 1961-1972, the Moon Experience is an interactive and immersive virtual reality system, designed and developed through the technology of virtual reality in conjunction with game design, learning theories, storytelling approach, motion capture, and computer animation. See and Read more ...... |
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Newark Octagon Earthworks - is an ongoing collaborative work with Ohio Newark Earthworks Center. This project is for the design of an interactive computer application for analysis and understanding of the geometric relationships of Ohio's Newark Octagon Earthworks to observations of the Moon and Sun. The simulation model will be used for research and to educate the public about these ancient sites in Ohio, and how scientific thinking and observation played an important role in the culture of ancestral Native America. My role in this project is to implement an interface to illustrate the lunar motion and its 18.6 year cycle. I used Swiss Ephemeris (API and DLL) to compute the accurate information about the Moon’s movement. With the information, I drew the graph of the lunar motion in real time. The following video shows the graph of the lunar motion and its real-time update. With the “zoom in” and “zoom out” buttons, a viewer can observe the Moon’s movement in days, months, or years. |
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Waving Ribbons - is a part of Forsythe project led by Maria Palazzi and Norah Zuniga Shaw in collaboration with choreographer William Forsythe. It is intended to reproduce an ensemble dance of 17 dancers from William Forsythe Inc. The goal is to illustrate the classical choreographic principles. With 3D time-vary data, I used ribbons to trace the dancers' movement so that the ribbon extrusions match the dancers' moving paths in time. I then made ribbons wave by adding turbulence or wind fields. For more information, please visit the multi-award-winning Synchronous Objects website. |
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The Other Men in Black – is a docu-drama film about Jewish history sponsored by the Melton Center for Jewish Studies at The Ohio State University. I wrote a program (in MEL script) to generate the cloud effect surrounding the village and heavens in the scene of the film. Please see the final production film directed by Phil Garrett. |
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The Camouflage Project - is a performance collaboration between Ohio State University Theatre Department and the Advanced Computing Center for the Arts and Design (ACCAD). This interdisciplinary work links to the theme of secret agents, camouflage, deception and disguise in World War II, specifically the F section (France) of the Special Operations Executive (SOE). My role in this project is to create special effects for parachute landings and explosion. Please visit the project site for more details. |
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The Nearby Star System - is an interactive application created in a game engine, Unity, to illustrate stars within 50 light years including the solar system. A user can use a keyboard and mouse to explore this virtual universe. The color of a star indicates its stellar classification. In the solar system, a user can go forward and backward in time and see the movements of planets and their satellites. The accurate positions of celestial objects are computed through Swiss Ephemeris (API and DLL). The theme music created by Marty Quinn “illustrates the hourly changing values of 7 variables representing concentrations and ratios of iron and oxygen atoms, electron energy levels, and counterstreaming electron events”. Please visit UNH Experimental Space Plasma Group to see their interesting works. |
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Parametric Modeling - Inspired by the different shapes of astronomy observatories at Kitt Peak, I modeled several astronomy observatories on the mountain with a set of parameters so that the shapes of models can be changed through the parameters in real time. This work is implemented in Houdini. |
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The Solar System - explains the structure, the composition, and formation of the solar system. The effects are created with the particle system and texture animation in MEL script. |
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Particle Glittering Effect - is an animation created with the particle system and texture animation in MEL script. The goal is to create a celestial and mysterious feeling. |
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Dancing Leaves - is an animation that depicts the motion of leaves in oil painting style. The main motions include the swirling of the leaves on the ground and the falling of the leaves from trees. See and read more ...... |
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Snow Dent and Snow Trail - are two procedural animations. One creates a dent in snow when an object drops into snow pile. The other creates a scene that a moving object (such as a snowboard) leaves a trail on the snow covered ground. |
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Snow Accumulation - pictures the accumulation of falling snow in a boat (in MEL script). |
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Water and Fire - are the effects that originally designed to represent dancers in Forsythe project. They are created through the particle system and shaders in Maya. |
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Real-time animations in Houdini - includes three effects created in Houdini. The first illustrates an egg dropping on a hard surface. The next is one object hitting a second. The last is an exploding effect. |
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Crawling Baby - is an output of a 9-week long project to study character animation. The goal is to learn main techniques and to be aware of common mistakes and pitfalls in character animation. The major tasks include modeling, texturing, rigging, and keyframe animation. |
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Animation with Music - given a piece of music by John Cage, I was asked to create an animation. I thought the final work should be something abstract like the works of Oskar Fischinger, Len Lye, and Norman McLaren. The music brought to mind a tranquil scene of a pond full of joy and energy. Flowers were animated with blend shapes; tadpoles were animated with bend deformers; and background was animated through keyframing texture. |
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Keyframed Character Animation - depicts a primitive person perambulating including walking and sneaking. |
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Lighting Study - studied the principles of three point(key light, fill light and back light) principles and created four rendered still images of the same interior space. See and read more ...... |
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Oil Painting Related Shaders - include two synthesied shaders: the canvas shader and the oil painting shader. The canvas shader was based on the build-in 2d cloth shading node (in Maya) and its parameters were adjusted. Fractal, bump, and other functions were applied, and then the original canvas was blended to generate double sided canvas. The brush stroke painting shader avoids the cut-out edges using a mask generated by fractal, ramp and samplerInfo nodes. See and read more ...... |
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