Real time cloud simulation and volume rendering with volumetric lighting as a post processing effect.
Project done by Manuel Silva and Ricardo Fonseca for the course "Computer Graphics for Games"
Building upon the foundation of a previously developed custom C++ OpenGL engine implemented a scientific paper on cloud simulation and rendering using threads, cellular automata, and volume rendering techniques
Implementation of the Dobashi's paper: "A simple, efficient method for realistic animation of clouds" and Chapter 13 from GPU Gems 3: "Volumetric Light Scattering as a Post-Process"
Motion Interactive Soundscape done for the Interactive Media Jam Misplay()
Developed with Unity3D/Max MSP/Ableton Live in a three man team compoded of a Sound Engineer a 3D Artist and me as Programmer
In this project we had a 2 computer set-up where one would process Kinect inputs turn them into music and send those inputs with the Open Sound Control protocol to another
computer responsible for the rendering of the reactive 3D environments in Unity.
During the project I programmed and implemented interactive visuals using physical based AI flocking concepts, shaders and code responsible for managing the Kinect information.
Click Here to See it in Action
Project done for the course "Game Design" developed in Unity3D
Implemented several gameplay features and in-editor tools to help my colleagues quickly design
and prototype levels and puzzles by creating scripts to automate repetitive behaviours and setting
up a comprehensive 2D map editor to cut down development time.
2D Arcade Game done by Manuel Silva and Ricardo Pereira created with Python and Pygame achieving 3rd place at a contest hosted in Instituto Superior Técnico programmed and designed in the time span of 10 days.