Computer science graduate, software developer
Michael Cao, Graduate Student at NEU, Web Developer, Unity Developer.
A dynamic web application designed to showcase and discover creative portfolios! Users can make simple posts that include an image, summary, and a URL while engaging with others by liking, and following.
An implementation of Jos Stam's Stable Fluid using Unity Compute shader and Visual Effects Graph. Every frame, A velocity field is simulated and updated across multiple compute shader kernels. The kernels are steps of Stable Fluid process which includes addsource, advect, diffuse, and project. The final texture is rendered with VFX graph in HDRP pipeline.
This project only simulates the velocity field of a stable fluid. Since the rendering is done with particles, no density field is needed.
A real time volumetric rendering of fire clouds inside a sphere with moving ligtht source. Accomplished through ray marching algorithms in Unity.
A Unity voxel sandbox. Featuring infinite Chunk based procedural terrain generation, marching cubes, chunk culling, realtime mesh deformation, and various noise wrapping methods.