I have excellent knowledge of C++ and Java, and I know some Lisp, and Pascal.
My main interest in programming is the computer graphics field, and I have significant expirience with OpenGL and GLUT. The projects linked here showcase those skills.
I also have experience with Ray-tracing software, namely POV-Ray.
You can contact me via the contact information listed on the front page.
For my latest Projects, see Personal Projects.
This is my work for CAGD class at ASU. It now consists of 2 projects.
Project 1 includes two parts: A composite bezier curve rotation, and a Blended Surface who's edges are composite bezier curves. All data is generated on the fly, with various paramers under user control. The resulting surfaces can also be exported to a .off file, and viewed with programs such as MeshMan.
Project 2 is about bezier surfaces, and bezier surfaces manipulation. Part A/C includes affine transformations applied to the famous Utah Teapot. This includes scaling, rotation and movement.
Part B shows a tri-linear morph of a Utah Teapot. These too can be exported to .off files.
History of the EyeTracker Project, my capstone project at ASU.
Our team, composed of David Hayden, Michael Fruchtman, Trevor Madsen and I, decided to use an eye-tracking hardware Tobii Eyetracker, provided to us by the Cubic lab. During our first semester we fashined a simple 3D world in opengl, and allowed the user to look around, move and manipulate objects with the help of the eye-tracker.
During our second semester, we defined our goal more concretely - we developed a visual browser of Wikipedia. The program would display a representative image of one article, and surround it with other images from linked articles. The user could zoom in, and read the whole article, or could right-click on a related one and make that one the main article.
The project linked here is not our complete project for two reasons:
One, our complete project uses eye-tracking hardware, which obviously isn't available to download.
Two, our project uses a hashed version of Wikipedia for quick searching, as well as a huge (over 200GB) library of pre-cached images. While the full webpages were rendered in real-time, obtaining data from Wikipedia, the representative images were all pre-cached.
My part was almost entirely related to the desinging of the 3D world, with all graphics code written by me, with the exception of a multi-threaded image loader.
The EyeTracker project allowed me to gain experience on several concepts:
The latest version here, version 4, showcases some of our basic pricinciples. Right click on an object for a menu, and to organize them. Again, this is not our final version, as that is too large to post here.
This is version 4 of the eyetracker project.
Pressing n creates a new collection (just 1 parent). Right click on it to add children, and to organize them.
Here's version 3 of the EyeTracker Latest Release.
This time in ZIP format for compatability.
Heh, its 09/09/09.
Anywho, this is the EyeTracker latest stable(ish) release as of today. Just the executable files.
These are the two projects that I worked on in the Computer Graphics class in ASU during Fall 2008.
These projects represent my first major exposure to real-time graphics, specifically OpenGL.
Project 1 shows a 2D world, with some basic collision detection.
Project 2&3 are a 3D limted world that shows off a variety of graphics rendering options, such as per-face and per-vertex normals for smooth shading, flat shading, texture replacement vs blending, mip-mapping linear vs light movement and materials testing.
These options are accessible through the right-click menu.
Project 2 is also the first time I worked with loading .obj meshes into a opengl environment.