Masters student at the University of Utah, pursuing a career in computer graphics.
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Using the Rust graphics library wgpu, I created a procedural planet generator and deployed it to the web. Terrain, temperature, humidity, and clouds are all generated with shader noise algorithms and affect the color of the planet's surface.
My team created a Unity VR game which allows two players to combat by throwing spells at each other. The players must draw a specific 3D shape to activate a spell. The game served as a proof of concept for our 3D gesture recognizer.
I built a simple chunked voxel terrain system for the Bevy game engine. Chunk data is generated at startup using some simple noise, and chunk meshes are generated when the player moves within a certain distance (a very low distance for this demo).