Snow Deformation
2026A UE 5.8 plugin that simulates a persistent, world-anchored snow height field on the GPU and presses real footprints into it.
Index · 2019 — 2026
30 projects across rendering, technical art, XR, robotics, games and virtual production. Filter by discipline or by the engines and languages behind them.
30 projects
A UE 5.8 plugin that simulates a persistent, world-anchored snow height field on the GPU and presses real footprints into it.
GPU sand for UE 5.8 that slumps at its angle of repose, rings with wave-equation ripples on impact and throws grains when you land.
A multiplayer VR/AR digital twin for industrial training, with live mode switching, a shared "toy mode" model and a local AI assistant.
Talk to a real ROS 2 robot from Unreal Engine — push-to-talk speech, a local LLM on a DGX Spark, and rosbridge commands in about 0.4 s.
Early-stage research into a platform for commanding physical robots by voice and text, mirrored live in a digital twin and trained in simulation first.
Seven runnable lessons in low-level GPU programming for UE 5.8 — global shaders, compute, RDG, buffers and ping-pong simulation — written to be read.
GPU clipping, isolation and ghosting for digital-twin buildings in UE 5.8, where the CPU cost scales with clip volumes, not building size.
Streams the Meta Quest 3 passthrough camera from Unity to Meta's SAM 3 on a GPU server and overlays text-prompted segmentation masks live.
Rendering systems for the LSU Solar Farm twin — a compute-shader light-intensity heatmap and GPU PCG growth driven by sunlight.
A 48-hour jam game about finding gifts hidden "in plain sight" — visible only when you snap the camera to the right plane.
Guide a fragile soap bubble across a kitchen counter to a sink of dirty dishes — a 48-hour game made at LSU Global Game Jam 2025.
A VR digital twin of LSU's transmission electron microscope that shows trainees the electron beam inside the column as they work the controls.
A VR training game for an ultrasound-guided neck procedure — segment-intersection hand tracking and nested stencil shaders that reveal targets.
Hand-written ShaderLab/HLSL effects for Unity's built-in pipeline — vertex displacement, distortion waves, layered stencils, foliage and snow.
LED-wall environments in Unreal, interactive TouchDesigner backgrounds, motion capture and a DMX lighting controller for the LSU XR Studio.
A frantic laundry-hanging game made in 48 hours at Chillennium 2024, with an artist-friendly hanger placement system.
A multiplayer cyberpunk kart racer released on Steam — I built its race-ranking, minimap and slope-physics systems as reusable C++ plugins.
A Niagara system for UE5 that dissolves 3D models into thousands of particles and morphs them into other shapes, sequenced on a timeline.
Earlier games, prototypes and studies — where a lot of the maths and engine fundamentals came from.