The following list is a selection of rendering and animation tasks, in no
particular order, I completed while working at Mimic Technologies, Inc.
List items with active links will take you directly to additional
sample material on this page showing intermediate or final results.
I designed a physically-based lighting and shading model for the simulator. The following section of images shows some final results:
The next set of images demonstrate various components of the lighting model:
The following video shows the integration of a volume renderer with a forward renderer in a prototyping environment. The second image is a screenshot of a volumetric texture synthesis tool I developed. The tool procedurally generates a volume texture based on a given 2D example texture. Notice how the image pattern remains consistent no matter how you slice through the volume.
The next set of images requires a 1080p passive 3D monitor and matching 3D glasses in order to perceive the stereo effect. The image must also be displayed in full-screen mode to align the image with the monitor's interlacing. I developed this form of 3D stereo to allow viewing the simulation in stereo when only a monitor and no stereoscope was available.
I also developed an active 3D stereo system for viewing the simulation on an active 3D display with an NVIDIA 3D vision setup. For this implementation, I developed a quad-buffered stereo renderer.
I developed rendering support for a Position Based Dynamics (PBD) physics system. Three methods of visualizing the PBD objects included billboard rendering, screen-space particle surface rendering, and mesh generation. The following video demonstrates an early prototype of dissection using the billboard rendering method.
The next video shows a physics-based particle system representing blood. A screen-space rendering technique is used to render the blood as a continuous surface. Notice how the surgical instrument can interact with and displace the blood, and the blood flows around the jaws of the instrument.
For the shadows in the simulator, I implemented Exponential Variance Shadow Maps (EVSM). A few screenshots can be seen below. Also any video on this site showing the simulation can be used to view the EVSM shadows.