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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…