Code & Visuals
SIGGRAPH 2025 Course Notes- Path Guiding Surfaces and Volumes in Disney's Hyperion Renderer- A Case Study
SIGGRAPH 2025 Talk- A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
Photography Show at Disney Animation
New Unified Site Design
Moana 2
DigiPro 2024 Paper- Cache Points For Production-Scale Occlusion-Aware Many-Lights Sampling And Volumetric Scattering
Porting Takua Renderer to Windows on Arm
SIGGRAPH 2023 Conference Paper- Progressive Null-tracking for Volumetric Rendering
SIGGRAPH 2022 Talk- "Encanto" - Let's Talk About Bruno's Visions
Encanto
Rendering on the Apple M1 Max Chip
Comparing SIMD on x86-64 and arm64
SIGGRAPH 2021 Talk- Unbiased Emission and Scattering Importance Sampling for Heterogeneous Volumes
Porting Takua Renderer to 64-bit ARM- Part 2
Porting Takua Renderer to 64-bit ARM- Part 1
New Responsive Layout and Blog Plans
RenderMan Art Challenge: Magic Shop
Raya and the Last Dragon
Art Exercise: Lupine Forest Cabin
RenderMan Art Challenge: Shipshape
Shadow Terminator in Takua
RenderMan Art Challenge: Woodville
Frozen 2
SIGGRAPH 2019 Talk- Taming the Shadow Terminator
Hyperion Publications
Nested Dielectrics
Ralph Breaks the Internet
Mipmapping with Bidirectional Techniques
Transactions on Graphics Paper- The Design and Evolution of Disney's Hyperion Renderer
Disney Animation Data Sets
Scandinavian Room Scene
Aventador Renders Revisited
Olaf's Frozen Adventure
SIGGRAPH 2017 Course Notes- Recent Advances in Disney's Hyperion Renderer
SIGGRAPH 2017 Paper- Spectral and Decomposition Tracking for Rendering Heterogeneous Volumes
Subdivision Surfaces and Displacement Mapping
Moana
Physically Based Rendering 3rd Edition
Rendering Minecraft in Renderman/RIS
Zootopia
Attenuated Transmission
Complex Room Renders
Note On Images
Hyperion
BSDF System
Adaptive Sampling
Flower Vase Renders
Multiple Importance Sampling
Bidirectional Pathtracing Integrator
Consistent Normal Interpolation
Takua Render Revision 5
SIGGRAPH Asia 2014 Paper- A Framework for the Experimental Comparison of Solar and Skydome Illumination
PIC/FLIP Simulator Meshing Pipeline
New PIC/FLIP Simulator
Takua Chair Renders
Throwback- Holiday Card 2011
Code and Visuals Version 4.0
Pixar Optix Lighting Preview Demo
Giant Mesh Test
Importance Sampled Direct Lighting
Quick Update on Future Plans
Working Towards Importance Sampled Direct Lighting
Stratified versus Uniform Sampling
First Progress on New Pathtracing Core
Short-stack KD-Tree Traversal
Stackless KD-Tree Traversal
Revision 3 KD-Tree/ObjCore
Bounding Boxes for Ellipsoids
Revision 3, Old Renders
Texture Mapping
Blurred Glossy Reflections
Thoughts on Stackless KD-Tree Traversal
TAKUA/Avohkii Renderer
Jello KD-Tree
Volumetric Renderer Revisited
More Experiments with Trees
Random Point Sampling On Surfaces
Thoughts on Ray Bounce Depth
More KD-Tree Fun
Subsurface Scattering and New Name
More Fun with Jello
Smoke Sim + Volumetric Renderer
April 23rd CIS565 Progress Summary- Speed and Refraction
April 14th CIS563 Progress Summary- Meshes and Meshes and Meshes
April 5th CIS565 Progress Summary- Interactivity, Alpha Review, Fresnel Reflections, Antialiasing
April 1st CIS563 Progress Summary- Framework Improvements and Bounding Volumes
April 1st CIS565 Progress Summary- Camera and Pathtracing
CIS563/CIS565 Final Project Github Repos!
CIS563/CIS565 Final Projects- Multiple Interacting Fluids and GPU Pathtracing
Pathtracer with KD-Tree
First Pathtraced Image!
Smoke Sim- Preconditioning and Huge Grids
Smoke Simulation Basics!
Jello Sim Maya Integration
Multijello Simulation
Pathtracer Time
Basic Raytracer and Fun with KD-Trees
A Volumetric Renderer for Rendering Volumes
Building/Installing Alembic for OSX
Installing Numpy for Maya 2012 64-bit on OSX 10.7
GH House Project, a.k.a. Why Backups are Important
Animation Final Project Stills
Why cd when you can go?
Chairs…. now with Balloons!
VRay Tree
Mo’ Tree (and Grass) Experimenting
Autumn Tree!
Demoreel Update!
Demoreel and New Site!
How 'Bout Them Apples?
Watermelon Smash
Recent Stuff
Raincoat Girl Turntable
Character Model Face
Cloth Simulation Progress
City Street- Playing with Z-Depth and Ambient Occlusion
City Street Progress
Clock Miniproject
Hermit Crab
Hermit Crab Ready For Texturing!
Hermit Crab Progress
Puddle! Redux
Puddle!
Little Kiddo
Give Gifi!
Playing with Maya
A Sneak Peak...
The Foyer
George Harrison Portrait
Elemental Magic Workshop with Joseph Gilland
Experimenting with Time Lapse
An Introduction