Physically based Animation
Fluid Simulations (with multigrid PCG pressure solver, which prevents my poor laptop from exploding)
Material Point Method, Affine Particle in Cell, FLIP ... (3D versions coming!)
Rigid Body Simulations
Physically based Rendering
Path-traced Images (early project)
Stochastic Progressive Photon Mapping with QMC
Equal time comparison between AMCMCPPM (left) and naive SPPM (right). The light source is far away and MCMC smartly guides photons to visible areas.
Unified Path Sampling/Vertex Connection and Merging
Volumetric Kelemen-style Metropolis Light Transport (Short light paths filtered to enhance volumetric caustic.)
Opaque v.s. Subsurface Scattering
Multiple Importance Sampling (MIS) test scene (originally by Eric Veach). Equal sample comparisons between importance sampling of light sources + BSDF (top), only BSDF (bottom left), only light sources (bottom right).
Scripted texture and camera motion. (My apologies if you feel dizzy...)
"Physically based Poster Design"
Let's have some Chinese dragons...
Microfacet with GGX NDF