Showing posts with label work. Show all posts
Showing posts with label work. Show all posts
Friday, March 23, 2007
Hair preview!
Today I finally got time to put a vid on my website showing what I'm doing with my life right now: hair. It's a really short sequence demonstrating a handful of guide hairs being subject some high-intensity motion. I guess I'll post it here as well, but make sure to keep an eye on the website for future sneak peeks! Notice the inertia, stiffness and tolerance to large derivatives. Those wondering about the sparsity of hair strands should know that the Renderman/MentalRay shaders will interpolate these "guide hairs" and create 1000s of hairs between them once the scene passes through the rendering pipeline. By increasing the density of guide hairs in areas that somehow will interact with the environment (e.g. having fingers drawn through them) one can better capture the detail in those areas, while saving processing time by populating less dynamic areas much more sparsely. Typically a full head of lead character hair has between a couple of hundred and a couple of thousand guide hairs.
Thursday, April 06, 2006
New homepage!
Ack, finally it's done! I've finished the epic makeover of my school homepage, a masterpiece that's supposed to leave all the corporate people out there stunned by amazement (is that even a word?). If you're either looking for a CG/computational methods guy with Stanford experience, or just don't have anything else to do, check out http://www.stanford.edu/~bergbom/. Feel free to let me know what you think; I would very much appreciate it since the slightest detail could mean the difference between a glorious internship and... no glorious internship. Also a shout out to my man Martin who more or less knowingly provided me with lots of inspiration and... errm, code.
Monday, March 13, 2006
My notebook
All my notes from the final project in 'Introduction to Computer Vision' gathered conveniently in one place.
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