Hannah Bollar's Projects
Specification for streaming massive heterogeneous 3D geospatial datasets :earth_americas:
Simulation of Realtime, 60fps+, WebGL crowd movement
An open-source JavaScript library for world-class 3D globes and maps :earth_americas:
Maya Authoring Tool for creating 3D Models of Zoomorphic Designs based on Level Sets, Signed Distance Field updates, and Marching Cube interpolations
CUDA implementation of the boids artificial life algorithm for simulating the flocking movement and orientation of birds in flight
CUDA implementation of a Path Tracer with different surface types, Anti Aliasing, Bonne Projection Bokeh Mapping, Motion Blur, Depth of Field, Stream Compaction, Contiguous Material Memory, and First Bounce Caching
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A markdown version emoji cheat sheet
An OpenGL based Game Engine with a small Cat-Searching Game Demo built off of it.
Gesko is a simple and minimalistic jekyll blogging theme.
This is an extension for Visual Studio Code to add support for editing glTF files.
Project for Dr. Lane during my Computer Graphics research internship at Penn
Isosurface created through the Metaballs and raymarching mesh creation technique
CIS 262 hw 4 extra credit
Group project for Dr. Chenfanfu Jiang's CIS 700 course: Implementation of the Material Point Method for Simulating Continuum-Based Solids and Fluids
3D Surface Disturbed Mesh through Perlin Noise function manipulations
gpujs BioCrowds with WebGL2 Visualization
Fast Poisson Disk Sampling - Optimally filling in a 3D mesh with point objects randomly and evenly
A PBD simulation with triangulated obj and bgeo outputs for each frame for houdini input.