I am Jiayu He.
I am a master student in Entertainment Technology Center in Carnegie Mellon University for now. My interests cover Computer Graphics (Real-time Rendering & Procedural Animation and Simulation) and Screenwriting.
Hope you find something interesting ^^
A two minutes reel about everything
A PathTracing Voxel Engine implemented from Godot and Vulkan.
. Personal Artwork
. Godot / Vulkan / Compute Shader /
. Compute Shader / PBR / Godot
A real-time GPU Raytracing Renderer in Unity. I implement a SAH BVH construction on CPU and do pathtracing on GPU by Compute Shader.
. Personal Artwork
. Unity & C# / HLSL / Compute Shader
. Compute Shader / PBR / Unity
A real-time softbody and locomotion simulator & a procedural monster generator.
. Course Project of Technical Animation(15664)
. Unity & Houdini
. Softbody simulation/ Procedural Generation/ Procedural Animation/ Locomotion
An Universal Solution for Procedural Locomotion, which supports any rig system and any terrain condition. It can takes dynamic user input with different orientation and velocity change.
. Personal Artwork
. Unity & C#
. Procedural Animation/ Physically Based Animation/ Rigging
A life-like realtime procedural dragon simulator
. Personal Artwork
. Unity & C# & HLSL
. Procedural Animation/ Stylized Rendering
A procedural generator with WFC algorithm using VEX in Houdini.
. Personal Artwork
. Houdini VEX
. Procedural Generation/ Architecture Design/ Algorithm
A drawing machine simulator in Houdini, where any combination of gear-pole drawers are allowed.
. Couse Work from Fundamentals of Computational Design (CFA 62275)
. Houdini VEX
. Digital Art/ Automation / Simulation
Storyboards about a short film in Visual Story(ETC 53608)
. Director & Cameraman
. Short Film
Assignment of Introduction to Level Design
. Level Design