For the fourth year in a row, I have been selected to present my work at SIGGRAPH – an international computer graphics conference. I will be presenting an animation I created to depict the difference in trajectories of the 2012 DA14 Asteroid and a surprise Russian Meteor which, by pure coincidence arrived on the exact same day. On February 15th, a meteor entered the Earth’s atmosphere and exploded over Russia. Coi
Next week is the Game Developers Conference in San Francisco. A friend was able to secure some passes, so we’ll be popping in for a bit on Wednesday. I’ve never been to GDC before, so I’m really looking forward to it. I’m hoping to catch the Oculus guys at the exhibit hall (I somehow I managed to miss them last year at SIGGRAPH) to get a preview of the developer kit I have coming sometime next month. Spe
With all the great press the Oculus Rift has been receiving recently, I’m getting really excited about the developer model that should be showing up on my doorstep sometime later this month. For those who haven’t heard, the Oculus Rift is a new, consumer grade virtual reality headset that is currently being developed by Oculus LLC. A Kickstarter campaign for the Rift brought in almost $2.5M, and it has been endorsed by some m
I have finally managed to return to my Camera Shake project I started during an AGI hackathon this past year. The original idea was to add simulated camera shake to our virtual camera in Cesium*/STK**. After a night of coding we were able to get a basic demo working, but as with most hackathon projects it was only just barely working. Now I have the code running in the Cesium Sandcastle – a demo building tool that allows you
My graduate experience at Penn has officially come to an end. This December marks my completion of the University of Pennsylvania’s Computer Graphics and Game Technology [CGGT] Masters Program. My last two courses of the program were a game design practicum and a fine arts animation course. The game design practicum wrapped up nicely – I had a great group to work with, and we were able to come up with an interesting game
Another great SIGGRAPH conference this year. As always, my schedule was packed and I wasn’t able to catch every session I would have liked. While I was able to sit in on some great talks (including the Weta Digital talk on Virtual Production and the Game Worlds talk), I missed out on a couple presentations I would have liked to see (Character Rigging and Creature Wrangling in Game, Feature Animation, and Visual Effects Produ