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About Me

  • Graduated from Shanghai University of International Business and Economics, majoring in Data Science and Big Data Technology.
  • Began learning skills required by Technical Artist (VFX / Rendering) since September 2021. Hitherto I have finshed courses like GAMES101 and GAMES202 etc. by myself, and have documented my leaning process on Zhihu and Yuque.
  • As a Tech Otaku with strong initiative in implementing marvellous effects into Game Engine, I have a clear plan and leaning path for my future, and can also quickly put new knowledge into practice.
  • Hobbies: finger-style / electric guitar, ACGN enthusiast, interested in all techs related with computer graphics.

Skills

  • Programming Language: Cg/HLSL (Proficient), C++, C#, Python (Familiar)
  • Solid foundations in mathematical statistics and computer graphics
  • Rudimentary knowledge about data structure and algorithm
  • Basic understanding of deep learning, and keep up with the latest research in AIGC
  • Proficient in using Niagara System to create visual effects in Unreal Engine
  • Ability to create simple assets with Blender and Photoshop
  • Familiar with the Unity’s particle system, and experienced in shader programming (Build-in, URP)
  • Comprehensive knowledge about NPR rendering, and have had some implementations in Unity

Independent Works

Shield Hit Effect


WPO, bluprint logics of shield-hit response…

Research on Learning Based Intelligent LOD Generation for VFX

  • Initially learned the basic concepts related to deep learning and reinforcement learning
  • Gained a preliminary understanding about the optimization and performance in the process of VFX production, and tried to establish some theoretical models based on this
  • Gained a basic knowledge on UE5 plugin development and eventually independently implemented a function of adding Niagara modules in batches

Tutorial Works

Simple Software Ray Tracing Renderer

  • Implement basic Ray Tracing features like BVHs, materials, tone mapping and textures
  • Implement advance features of multi-thread acceleration, constant medium, Monte-Carlo importance sampling algorithm and physically based micro-surface
  • Reference: GAMES101 courses, Peter Shirely’s Ray Tracing Tutorial Series

III Elemental shrine

A serious of visual effects created by using UE4 Niagara, materials and blueprints
Reference: https://www.realtime.xyz/moon

Fire Meteor &. Hell Aattack


Crater by parallax occlusion, radial blur with stencil test, Combo logic, UV Shearing…

Thunder &. Lightning Bolt


line field, asynchronous damage, ribbon tail with Niagara event…

Ice Spike &. Annihilate


SSS ice material, complex logic for searching enemy, Spawn Group…

Unity URP - Genshin Impact Character Shading


Ramp Shadow, SDF face shadow, screen space rim light, backface normal outline…

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Yui Lu
Ciallo~(∠・ω< )⌒☆
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