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
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
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
· 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.