This project harnessed CUDA to solve the Poisson linear equation through Jacobi Iterations. This produces an image that blends one object into the scene of another.
Graphic representations of objects and scenes that contain real-life levels of detail often complicate real-time rendering. This project looked at another approach to rendering these scenes using light fields created through large amounts of images. First, a scene is created and captured from every angle. Depending on the user's FOV, images are selected from the closest three camera (in CUDA memory) and interpolated together to create a light field representation of the 3D object in real-time.
A parallel cloth simulation in CUDA using Runge-Kutta 8 to integrate between timesteps.
This project was an extention to the Cloth Simulation. The idea behind this application was to amortize the cost of rendering to one machine, then stream vertex information to every client that logs into the system.
A toy scene graph animated with motion capture data from CMU.
Our finished game from the University of Pittsburgh's CS1666 Game Design Class (Spring 2011)