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Other Projects

Animation & Simulations

Developed a full IK and skinning pipeline to deform a rigged character mesh in 3D space. Implemented forward kinematics (FK) to compute joint transformations and applied Linear Blend Skinning (LBS) to animate the mesh. Integrated the Tikhonov inverse kinematics method to solve for joint angles that position end effectors toward target locations, while maintaining smooth, stable motion

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For extra credit, also implemented the Jacobian pseudoinverse and transpose IK methods for comparison. Used ADOL-C to automatically differentiate the FK system and compute the Jacobian matrix for IK solvers. On the skinning side, implemented both Linear Blend Skinning.This project required low-level matrix manipulations, real-time optimization, and differentiable kinematic chains, providing a hands-on foundation in procedural character animation and deformation.

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Parsed and animated human motion data from .asf (skeleton hierarchy) and .amc (Euler angle motion) files. The system allowed dropping frames (e.g. every Nth frame) and regenerating smooth in-between frames using user-selected interpolation methods and rotation representations (Euler or Quaternion).Implemented core math routines including Euler-to-Quaternion and Quaternion-to-Euler conversion, SLERP and double quaternion SLERP for quaternion interpolation, and De Casteljau's algorithm in both Euler space and quaternion space.

DahVarsity EdTech Startup

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Developed a 3D superhero avatar named Voyd using the ReadyPlayerMe SDK, complete with custom superpowers and VFX, for the educational game DahVarsity, where kids explore STEM through superhero adventures.

Also mentored undergrad and grad students in Unity to help them build minigames, which were integrated into the larger multiplayer DahVarsity world. Gained first hands-on experience with Unity’s particle system and collaborative multiplayer development.

3D Modeling Projects

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