click here to go to my homepage

4114 Antelope Trail
Temple, TX 76504
(281) 221-7594
e-mail: a@viz.tamu.edu

SHANNON T GREENWOOD

ONLINE DEMO REEL (please contact me for VHS copy)

many of the videos on the page use the divx codec

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Thesis: Fluid, CFD, bubbles, C++

Ballman, Maya Particles

More Fluid

Renderman Displacement Shader, SL, MTOR, SLIM

Physically Based Modeling, Rigid Bodies

shot 60 PDI Summer Course, Maya Particles, Smoke, Explosion

Even More Fluid

Light Matching, matching realistic lighting conditions, maya, layered textures, hypershade

1. Thesis: Incorporating Bubbles into a Computer Graphics Fluid Simulation

click each picture for individual movie (6 Mb)

click here to see movie without bubbles(6 Mb)

· Work published in paper. S. Greenwood, D. House. Better With Bubbles: Enhancing the Visual Realism of Simulated Fluid, Proceedings of Eurographics Symposium on Computer Animation 2004
· The simulation and raytracer were implemented in C++ by me.
· The fluid is represented by the particle level set method
· Fluid is based on paper: Enright, Marshner, and Fedkiw. Animation and Rendering of Complex Water Surfaces, SIGGRAPH 2002.
· Bubbles are automatically created from marker particle that escape too far inside of the fluid.
· Bubbles are rendered from overlapping spheres to appear as contiguous foam.
for more info check out my thesis page

2. ballman

click here or on picture for movie (23 Mb)

· Particle effects using Maya 4.0 and MEL
· To get interesting distribution of particles on the geometry, I painted the surface of the original model with particles to desired consistency (so goals were not dependent on polygon vertices). I then wrote a MEL script that created a curve through the painted particles. This curve could then be skinned onto the animated model with rigid binding. This animated curve was then used as a goal for the particles.

For more explanation and tutorial click here.


3. More Fluid (Fluid simulation implementation same as in 1)

Power Point like slide melts into liquid. May happen naturally during especially boring presentations.

click here or on picture for movie (650 K)

· Drops are automatically created from marker particles that escape too far out of the fluid.
· Written in C++ and OpenGL

for more info check out my thesis page


4. Renderman Corkscrew Displacement Shader

Renderman displacement shaders can do some pretty extreme displacement!

click here or on picture for movie (1.6 Mb)


· Displacement shader written in Renderman SL
· Animated shader’s parameters with simple TCL/TK script setting values to a locator’s attributes (which could be keyframed).


5. Physically based modeling: rigid bodies

imported arbitrary polygon object with .obj importer into simulation

click on each image for individual animation


· I implemented rigid bodies with vertex face collisions with C++ and openGL.


6. Shot 60 PDI summer course *(not all work done by me)

click here or on an image for the final movie (2.4 Mb)


click here for 1 second movie of just the explosion (350 K) or click here for explosion slowed to 1/5X (1.2 Mb)

click here for original footage(1.6 Mb) or click here for still frames including before and after

· This work was a collaborative effort, and I did the following:
i. The explosion and smoke using maya particles (including lighting them look fit into shot)
ii. The lightning was done using maya’s lightning special effect
iii. I did the final lighting in maya to make the monitor fit into the shot
iv. I animated the monitor
v. I used photoshop for the explosion’s flash and the burnt table texture


7. Even More Fluid

click here for a movie showing different visualization modes (note that red velocities look strange because of video compression artifacts)


· For rapid prototyping of parameters (for 3d sim. seen in 1), I used 2D tests.
· I used OpenGL to visualize marker particles, fluid velocities, and the level set’s signed distance function for debugging purposes.

normal cell types velocities particles level set

Click here or on an image to see higher resolution images

for more info check out my thesis page
8.Light Matching

click on respective image to see larger tv quality image. One is CG and one is reference.


click here for image with CG and reference next to each other and click here for bg plate

click here for more details including compositing passes

· Created realistic CG lighting and textures using maya 4.0.
Created custom shaders using hypershade with painted textures controlling application of 3d procedural textures to shader’s color, bump, reflectivity, and specular attributes.