|   | The Mod Archive
   -
a collection of mods.  This started as a joint project with several
friends during my freshman and sophomore years at CMU.  It was created 
because all of the existing MOD collections on the net had no screening 
process whatsoever, or were woefully small, making music browsing a 
painful experience.  The MOD Archive has since been turned over to 'the 
new crew', who are doing a great job keeping it up to date. | 
|   | FutureStrike
   -
  the name for an early game project me and my friends kicked around during high school.
  This web page is actually for a later hi-res DirectX (1.0!), networked version.
  The most advanced, gameplay-wise, of the many incarnations ran in mode 13h under DOS. | 
|   | Shadows and Lighting
   -
  the online journal of my shadows and
  lighting project to produce fast and good looking shadows simultaneously. | 
|   | Fractals!
   -
  a truely nifty realtime fractal program.  I love to watch the infinitely detailed 
  structure shift.  It's very addictive.  The pretty colors are a bonus 
  too.  Aside from the old GLIDE (3Dfx) program, I also have an OpenGL 
  screensaver,  as well as a new DirectX WinAmp plugin. | 
|   | Maxima
   -
  my first game.  I wrote this when I was in 5th or 6th grade.  It's 
  written 100% from scratch in Basic, and uses text mode.
  See if you can figure out what it's based on.. | 
|   | Project One
   -
  See the AMAZING exploding sheep!  Woo! | 
|   | Coil
   -
  a mystery game prototype written in the Unreal engine. | 
|   | Modeler
   -
  a bicubic patch modeler, texturer, key-frame animator, and ray tracer I 
  wrote for my computer graphics II class. | 
|   | Mesh Decimator
   -
  a program I wrote based off of Garland and Heckbert's paper on mesh 
  decimation using quadric error metrics.  It can also handle colors and 
  intensities in an intelligent fashion, which I intended to use it to 
  partition lightsources in an environment map (which sorta worked). | 
|   | HDRShop
   -
  like Photoshop for high-dynamic range images, only not as 
  featureful yet.  What are high-dynamic range images you ask?  Well,
  go to the website and read the introduction! | 
|   | Sphere Tiler
   -
  a project for a Solid Modeling class.  It lets you create tiled spheres 
  ala Escher, automatically enforcing symmetry constraints.  The program 
  is not complete, and alot of it is hacked together, but its still quite  
  fun to play around with once you learn the interface. | 
|   | PanoPan
   -
  a panorama viewer for high dynamic range panoramas (in cubemap format).  It works with 
  nVidia TNT cards (and really old drivers) to display high dynamic range textures in real time. | 
|   | ZIGI
   -
  My Inverse Global Illumination 
  program, built around the Arnold
  GI Rendering package.  Given calibrated photographs of an environment, and geometry, it
  'inverts' the lighting, producing unlit diffuse texture maps. |