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BLADES

Procedural Graphics Final Project

SHADER

Here are my shader related projects, including Babylon.js post processing & weather system, Clustered Deferred and Forward+ Shading, Perlin noise, L-system, shape grammar and implicit surface.

Paint On Brain

3D TEXTURE PAINTING

A Real-time 3D texture painting tool on any mesh with or without UV implemented in webgl, algorithm adapted from paper Adaptive Unwrapping for Interactive Texture Painting. For more information, please click More button.

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PARTICLE SYSTEM

An assignment to make physics-based procedural animation of particles and to practice using OpenGL's instanced rendering system. For more information, please click More button to see the Github page.

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DEFERRED RENDERER

An assignment to learn an advanced rendering technique using the OpenGL pipeline and apply it to make artistic procedural post-processing effects. For more information, please click More button to see the Github page.

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SHAPE GRAMMAR

An assignment to model an urban environment using a shape grammar. For more information, please click More button to see the Github page.

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L-SYSTEM

An assignment to design a set of formal grammar rules to create a plant life using an L-system program. For more information, please click More button to see the Github page.

house4.gif

IMPLICIT SURFACES

An assignment to gain more experience with GLSL Shader writing and raymarching & experiment with procedural modeling and animation of scenes. For more information, please click More button to see the Shadertoy page.

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NOISY PLANET

An assignment to use perlin noise to generate planet. For more information, please click More button to see the Github page.

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BABYLONJS POST PROCESSING
& WEATHER SYSTEM

This is a group project. In this project, our goal is to contribute to and extend BabylonJS WebGL engine. Our main contribution relies on several post processing effects and a weather system. For more information, please click More button to see the Github page.

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CLUSTERED DEFERRED AND FORWARD+ SHADING

For Clustered Forward+, I build a data structure to keep track of how many lights are in each cluster and what their indices are render the scene using only the lights that overlap a given cluster. For Clustered Deferred, I reuse clustering logic from Clustered Forward+, Store vertex attributes in g-buffer, read g-buffer in a shader to produce final output. For more information, please click More button to see the Github page.

©2018 BY LINSHEN XIAO. PROUDLY CREATED WITH WIX.COM

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