Below is an overview of all relevant projects I have worked on in reverse chronological order, grouped by year. Additional information can be viewed by clicking on a project image, and external project websites are opened by clicking on the globe icon.
2020
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Contour shader
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A Maya contour shader to achieve a toon look.
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Cel shader
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A Maya cel shader to achieve a toon look.
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2019
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3D brush shader
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A Maya shader for texture bombing, enabling low-effort texture generation while retaining artistic control.
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2018
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MegaViews: many-view rendering
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Scalable many-view rendering with concurrent scene-view hierarchy traversal.
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2016
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Voxel compression for high-resolution scenes
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Geometry and attribute compression for high-resolution voxel scenes.
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Expressive single scattering
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Stylizing light shafts by changing their shape and density, colors and regularity.
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2015
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Stylized single scattering
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Stylizing light shafts in homogeneous media using intuitive tools.
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Flood simulation and visualization for analysis
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An interactive simulation and visualization tool for flood analysis usable for practitioners.
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2014
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Canonical view in 3D cities
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Real-time canonical-angle views in 3D virtual cities to enhance building recognizability.
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Website including forums
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Creation of an advanced website containing a forum and other interactive elements.
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Irregular perspective rendering
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A new definition of the field of view; instead of one frustum, multiple frustums are stacked on top of eachother in the z-direction.
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2013
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timothykol.com
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Creation of a personal website including a portfolio.
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Real-time cloud rendering on the GPU
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A novel method for rendering realistic clouds in real-time, even on low-end GPUs.
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2012
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Analytical sky simulation
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Implementation and analysis of two existing sky rendering methods.
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Game physics
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Implementation of game physics through prediction and convergence on a client side and actual physics simulation on a server.
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Spring/mass system
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Simulation of a rope, a piece of cloth, and jelly through representing them as a spring-mass system.
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Dark Magic
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Design and implementation of a small 2D role-playing game.
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Space Drifter
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Development of a simple racing game implementing a self-made game engine.
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Flower classification
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A program that is able to classify flowers based on a training set, through the use of HSV and SIFT descriptors.
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Irony
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Production of a short animated movie made through motion capture technology.
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2011
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Heat Kernel Signature
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3D model retrieval using the heat kernel signature.
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Jubula
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Applying test tool Jubula to JPacman in Eclipse.
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Toy Factory
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Creation of a speech recognition minigame for English language education.
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2010
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Shopping Mall Ninja
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Design and implementation of a 3D adventure game.
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Hand gestures
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Maze game controlled by webcam-captured hand gestures.
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2009
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AI in soccer
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Artificial intelligence for a multi-agent soccer simulation.
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2008
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Vriendendienst
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Easy to use online event origanizer for elderly people.
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2007
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The Lost Carrot
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Design and implementation of a small 2D role-playing game.
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