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<channel>
	<title>dandandu</title>
	<link>https://dandandu.com</link>
	<description>dandandu</description>
	<pubDate>Thu, 13 Aug 2020 22:28:33 +0000</pubDate>
	<generator>https://dandandu.com</generator>
	<language>en</language>
	
		
	<item>
		<title>Front page</title>
				
		<link>https://dandandu.com/Front-page</link>

		<pubDate>Mon, 24 Jun 2019 22:58:29 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Front-page</guid>

		<description>I’m Fine, thank you. And you?Dandan Du


Graphics
 
&#38;nbsp; &#38;nbsp; -&#38;gt; Graphics Processing







&#38;nbsp; &#38;nbsp; -&#38;gt; GLSL Ray Tracer in 1 Weekend
&#38;nbsp; &#38;nbsp; -&#38;gt; Cloth Simulation&#38;nbsp; &#38;nbsp; -&#38;gt; SPH &#38;nbsp;Fluid Simulation&#38;nbsp; &#38;nbsp; 
&#38;nbsp; &#38;nbsp; -&#38;gt; FX &#38;amp; Modelling

&#38;nbsp;&#38;nbsp; -&#38;gt; 2D SVG Rasterizer &#38;nbsp;
&#38;nbsp; &#38;nbsp;&#38;nbsp;-&#38;gt; Shader Practice &#38;nbsp;



Games / Experiences
 &#38;nbsp; &#38;nbsp; -&#38;gt; Building Virtual Worlds
&#38;nbsp; &#38;nbsp; -&#38;gt; Museum of Broken Relatioships
&#38;nbsp; &#38;nbsp; -&#38;gt;&#38;nbsp;SurThrive
&#38;nbsp; &#38;nbsp; -&#38;gt;&#38;nbsp;This Way&#38;nbsp;
Tools
&#38;nbsp; &#38;nbsp; -&#38;gt; Tree Maker in Maya

&#38;nbsp; &#38;nbsp; -&#38;gt; Mesh Seamer in Maya
&#38;nbsp; &#38;nbsp; -&#38;gt; Grape Counting


Photography
&#38;nbsp; &#38;nbsp; -&#38;gt; Dry
&#38;nbsp; &#38;nbsp; -&#38;gt; White

</description>
		
	</item>
		
		
	<item>
		<title>Shader practice</title>
				
		<link>https://dandandu.com/Shader-practice</link>

		<pubDate>Thu, 13 Aug 2020 22:28:33 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Shader-practice</guid>

		<description>Shader Practiceon shadertoy.com

Some recent daily shader practice. I involved myself with a 100-mini-shaders project, planning to develop my ability by having some practices for writing quick shaders. To check the dynamic versions of these shaders, welcome to my shadertoy page.








&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/f95ece6b3f5797759ed1b3809277359e04c84f425cc6c59e6919b074926e650d/Screenshot-124.png" data-mid="79847923" border="0"  src="https://freight.cargo.site/w/1000/i/f95ece6b3f5797759ed1b3809277359e04c84f425cc6c59e6919b074926e650d/Screenshot-124.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/f6db964918fc00373cba21830353719e13839151d06ebc9563cf367b5a903529/Screenshot-134.png" data-mid="80597592" border="0"  src="https://freight.cargo.site/w/1000/i/f6db964918fc00373cba21830353719e13839151d06ebc9563cf367b5a903529/Screenshot-134.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/3e1342bb6f3c28831feaaddc4398117aa7d7ef23935d282b2be58bcd66984fec/Screenshot-128.png" data-mid="79870056" border="0"  src="https://freight.cargo.site/w/1000/i/3e1342bb6f3c28831feaaddc4398117aa7d7ef23935d282b2be58bcd66984fec/Screenshot-128.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/2a26e0cd84345ff14de9350e5399b107f97467de20710880a74794b63f6444b8/Screenshot-120.png" data-mid="79847929" border="0"  src="https://freight.cargo.site/w/1000/i/2a26e0cd84345ff14de9350e5399b107f97467de20710880a74794b63f6444b8/Screenshot-120.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/787fc530622013506527b0304d7f025aa7a3caefbe01900146f60070590e956e/Screenshot-123.png" data-mid="79847899" border="0"  src="https://freight.cargo.site/w/1000/i/787fc530622013506527b0304d7f025aa7a3caefbe01900146f60070590e956e/Screenshot-123.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/901ef58b0b6c12e44dbebc7b9aad5eace43c6e8227346a867acad0e18782c3f8/Screenshot-121.png" data-mid="79847925" border="0"  src="https://freight.cargo.site/w/1000/i/901ef58b0b6c12e44dbebc7b9aad5eace43c6e8227346a867acad0e18782c3f8/Screenshot-121.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/01d5a95fc157167b423363f671462a7dea5ad7eb2e7f3a81b48bca3528b08739/Screenshot-125.png" data-mid="79847951" border="0"  src="https://freight.cargo.site/w/1000/i/01d5a95fc157167b423363f671462a7dea5ad7eb2e7f3a81b48bca3528b08739/Screenshot-125.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/9c369e5ae9bf3a3d0abf834d6a2edcf7413e03d18408d8b83a8e770b22eba796/Screenshot-126.png" data-mid="79847962" border="0"  src="https://freight.cargo.site/w/1000/i/9c369e5ae9bf3a3d0abf834d6a2edcf7413e03d18408d8b83a8e770b22eba796/Screenshot-126.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/75f79cae9d5a4f5dc30582973bd2ecb20427a370d14382243cd05863fd2e1826/Screenshot-115.png" data-mid="79847862" border="0"  src="https://freight.cargo.site/w/1000/i/75f79cae9d5a4f5dc30582973bd2ecb20427a370d14382243cd05863fd2e1826/Screenshot-115.png" /&#62;
&#60;img width="2560" height="1440" width_o="2560" height_o="1440" data-src="https://freight.cargo.site/t/original/i/c6572d7064b539b6911cde6efa297f6b196cf03422a520494a197ee07ed42d1f/Screenshot-127.png" data-mid="79848018" border="0"  src="https://freight.cargo.site/w/1000/i/c6572d7064b539b6911cde6efa297f6b196cf03422a520494a197ee07ed42d1f/Screenshot-127.png" /&#62;


</description>
		
	</item>
		
		
	<item>
		<title>Ray tracers</title>
				
		<link>https://dandandu.com/Ray-tracers</link>

		<pubDate>Tue, 28 Jul 2020 23:39:38 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Ray-tracers</guid>

		<description>


Graphics Processing
in OpenGL, C++


Ray Tracer

#1 Lamdertian Shading

&#60;img width="960" height="640" width_o="960" height_o="640" data-src="https://freight.cargo.site/t/original/i/b07e2548211990aef683933935349b429b6f4f1a2f725f25ba7f3b8aadc0794f/CBspheres_lambertian.png" data-mid="78595768" border="0"  src="https://freight.cargo.site/w/960/i/b07e2548211990aef683933935349b429b6f4f1a2f725f25ba7f3b8aadc0794f/CBspheres_lambertian.png" /&#62;

#2 Glass and Mirror Materials&#38;nbsp;
&#60;img width="960" height="640" width_o="960" height_o="640" data-src="https://freight.cargo.site/t/original/i/a97ba4f487f2ba722f44048b99633d1147f91fe91813f3f3cd29b034e898645b/CBspheres.png" data-mid="78595767" border="0"  src="https://freight.cargo.site/w/960/i/a97ba4f487f2ba722f44048b99633d1147f91fe91813f3f3cd29b034e898645b/CBspheres.png" /&#62;

#3 Infinite Environment Lighting

&#60;img width="960" height="640" width_o="960" height_o="640" data-src="https://freight.cargo.site/t/original/i/2835220d09da97df5f909073f493a1f8ba74c86dbf1e5b33c332416499a7d464/sphere_glass.png" data-mid="78595766" border="0"  src="https://freight.cargo.site/w/960/i/2835220d09da97df5f909073f493a1f8ba74c86dbf1e5b33c332416499a7d464/sphere_glass.png" /&#62;

3D Geometric Processing
#1 BVH Building
[Image below: BVH building for the cow model]
&#60;img width="960" height="640" width_o="960" height_o="640" data-src="https://freight.cargo.site/t/original/i/aedd88a1b6eda2156b8b926ccfbf35b305339a4aed2df7de7986a2272cb008b1/Screen-Shot-2016-04-13-at-6.17.45.png" data-mid="78595769" border="0"  src="https://freight.cargo.site/w/960/i/aedd88a1b6eda2156b8b926ccfbf35b305339a4aed2df7de7986a2272cb008b1/Screen-Shot-2016-04-13-at-6.17.45.png" /&#62;

#2 Mesh Editor
In this project I implemented a simple mesh editor that can manipulate and resample triangle meshes, which is a tool that allows you to load and edit basic COLLADA mesh files that are now used by many major modeling packages and real time graphics engines.

- Downsampling
In this task I implemented a method that simplifies a given model by applying quadric error simplification. This method was originally developed at CMU by Michael Garland and Paul Heckbert, in their paper Surface Simplification Using Quadric Error Metrics.
[Image below: Downsampling a beast model]
&#60;img width="957" height="637" width_o="957" height_o="637" data-src="https://freight.cargo.site/t/original/i/fc1196839ca164f40331de7c24f45164dbed609ce3fa192152c288e0396690d4/2-downsampling.gif" data-mid="78595765" border="0"  src="https://freight.cargo.site/w/957/i/fc1196839ca164f40331de7c24f45164dbed609ce3fa192152c288e0396690d4/2-downsampling.gif" /&#62;
- Upsampling
In this task, I implemented an upsampling processing function that makes a low resolution image displayed at a higher resolution.
[Image below: Upsampling a low-sampled torus]
&#60;img width="956" height="638" width_o="956" height_o="638" data-src="https://freight.cargo.site/t/original/i/1ef78dfeff26e3df83caa0f4171dc4e6bdc5d0762ba7df6e6d200c2747b2401c/2-upsampling.gif" data-mid="78595764" border="0"  src="https://freight.cargo.site/w/956/i/1ef78dfeff26e3df83caa0f4171dc4e6bdc5d0762ba7df6e6d200c2747b2401c/2-upsampling.gif" /&#62;
- Resampling
In this task, I implemented resampling via Isotropic Remising, which makes the mesh as "uniform" as possible.
[Image below: Resampling a quadball]
&#60;img width="958" height="635" width_o="958" height_o="635" data-src="https://freight.cargo.site/t/original/i/51c92dfa4f777b47ac222f0e67d5f5bb2b6e539ef03c6531d90234f2ae283e48/2-resampling.gif" data-mid="78595763" border="0"  src="https://freight.cargo.site/w/958/i/51c92dfa4f777b47ac222f0e67d5f5bb2b6e539ef03c6531d90234f2ae283e48/2-resampling.gif" /&#62;
- Edge Flip / Split / Collapse
In this task I implemented a local remeshing operation that "flips" an edge, which:
#Handles corner cases.
#Performs efficiently.
#Is memory allocated clearly.
[Image below: Edge flipping, splitting, collapsing]
&#60;img width="958" height="638" width_o="958" height_o="638" data-src="https://freight.cargo.site/t/original/i/39509f692e89b9e0f94b726d7b79c54eb7a4607ad538c143addac8581a4628d0/2-atom.gif" data-mid="78595762" border="0"  src="https://freight.cargo.site/w/958/i/39509f692e89b9e0f94b726d7b79c54eb7a4607ad538c143addac8581a4628d0/2-atom.gif" /&#62;
</description>
		
	</item>
		
		
	<item>
		<title>2D SVG rasterizer</title>
				
		<link>https://dandandu.com/2D-SVG-rasterizer</link>

		<pubDate>Tue, 28 Jul 2020 22:56:42 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/2D-SVG-rasterizer</guid>

		<description>


2D SVG rasterizer
in OpenGL, C++

#1 Lines Rasterizing
In this task I implemented the function of rasterizing lines, which:#Handles non-integer vertex coordinates.#Handles lines of any slope.#Performs work proportional to the length of the line.#Includes Bresenham's algorithm and Xiaolin Wu's line algorithm.[Image below: Line antialiasing implementation with Xiaolin Wu's algorithm]
&#60;img width="959" height="640" width_o="959" height_o="640" data-src="https://freight.cargo.site/t/original/i/05cbb2493bc8a54870e7aa40eacad2a51ab573772be27700cdf9c81d2c2bc0c4/ipDpO7EnYH.gif" data-mid="78592810" border="0"  src="https://freight.cargo.site/w/959/i/05cbb2493bc8a54870e7aa40eacad2a51ab573772be27700cdf9c81d2c2bc0c4/ipDpO7EnYH.gif" /&#62; 

In this project, I implemented a simple software rasterizer that draws points, lines, triangles, and bitmap images. 
#1-4 Other implementations
Other implementations include:
#Modeling and Viewing Transforms.
#Anti-Aliasing Images with Bilinear, Trilinear filters and Mipmaps.
#Circle and Ellipse rasterizing.
#Alpha Compositing.
[Image below: Image drawn with functions implementation]
&#60;img width="957" height="639" width_o="957" height_o="639" data-src="https://freight.cargo.site/t/original/i/54320a922233d89f1cd04948f1b585aa200dfe469623df64f75cfabd6ae5ac5d/1-drawsth.gif" data-mid="78592812" border="0"  src="https://freight.cargo.site/w/957/i/54320a922233d89f1cd04948f1b585aa200dfe469623df64f75cfabd6ae5ac5d/1-drawsth.gif" /&#62;
#1-3 Super-sampling
In this task, I extended my rasterizer to anti-alias triangle edges via supersampling in screen-space coordinates, which:
#Gives much smoother edges.
#Includes different supersampling rate in the viewer
[Image below: Increasing the supersampling rate]
&#60;img width="958" height="638" width_o="958" height_o="638" data-src="https://freight.cargo.site/t/original/i/cd7b405aa0097f8784ef7544367e3e779bdded6e9e9e5bf40c0b70a78fcb22ed/1-supersamplin.gif" data-mid="78592813" border="0"  src="https://freight.cargo.site/w/958/i/cd7b405aa0097f8784ef7544367e3e779bdded6e9e9e5bf40c0b70a78fcb22ed/1-supersamplin.gif" /&#62;
#1-2 Drawing Triangles
In this task I implemented rasterize_triangle which:
#Samples triangle coverage using the Point-in-triangle test. 
#Respects the triangle "edge rules" to avoid "double counting".
#Uses an algorithm that is more work efficient than simply testing all samples on screen.
[Image below: Dragon drawing composed of triangles]
&#60;img width="958" height="638" width_o="958" height_o="638" data-src="https://freight.cargo.site/t/original/i/70f72e7fdf313a3e8f2866aa2d212b44dcfa22a3f06dc76428382011e2c6a935/1-triangle.gif" data-mid="78592811" border="0"  src="https://freight.cargo.site/w/958/i/70f72e7fdf313a3e8f2866aa2d212b44dcfa22a3f06dc76428382011e2c6a935/1-triangle.gif" /&#62;
</description>
		
	</item>
		
		
	<item>
		<title>Fluid Simulation</title>
				
		<link>https://dandandu.com/Fluid-Simulation</link>

		<pubDate>Mon, 27 Jul 2020 23:56:40 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Fluid-Simulation</guid>

		<description>


Fluid Simulation
in WebGL, JavaScript



+ Simulated the fluid particles using SPH model
 + Reconstructed triangle meshes from the discrete particles using Marching Cubes algorithm
+ Multi-functional panel to change simulating volume, cube size, gravity,&#38;nbsp;viscosity, etc</description>
		
	</item>
		
		
	<item>
		<title>Cloth Simulation</title>
				
		<link>https://dandandu.com/Cloth-Simulation</link>

		<pubDate>Mon, 20 Mar 2017 02:25:30 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Cloth-Simulation</guid>

		<description>





Cloth simulation
 in C++ and OpenGL

+ Simulating method can be choosen from mass spring and constraint based
+ Object collision
+ Wind
+ Stiffness increase / decrease
+ Tearable
+ View / Shading mode options</description>
		
	</item>
		
		
	<item>
		<title>FX &#38; Modelling</title>
				
		<link>https://dandandu.com/FX-Modelling</link>

		<pubDate>Mon, 10 Dec 2018 23:20:35 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/FX-Modelling</guid>

		<description>
	
	
	




FX &#38;amp; Modelling

in Houdini / Blender / Maya

I'm learning Houdini, Blender and Maya with passion. 

FX








&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/de5327b41596ce93fcba46c204c7f9e5c3ee2a8e62a1ece6b88a605fff393a4b/untitled3.jpg" data-mid="45378730" border="0"  src="https://freight.cargo.site/w/1000/i/de5327b41596ce93fcba46c204c7f9e5c3ee2a8e62a1ece6b88a605fff393a4b/untitled3.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/2b8df67a2a9b0883d23f7695438706ff59844491a2d87c97809e369b3c7b0c19/ball.jpg" data-mid="45378732" border="0"  src="https://freight.cargo.site/w/1000/i/2b8df67a2a9b0883d23f7695438706ff59844491a2d87c97809e369b3c7b0c19/ball.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/d5d36fad6df079b7e7dfe25a9cfce849d92e44892c929e65308e9a04449c9b16/untitled88.jpg" data-mid="45378733" border="0"  src="https://freight.cargo.site/w/1000/i/d5d36fad6df079b7e7dfe25a9cfce849d92e44892c929e65308e9a04449c9b16/untitled88.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/c2ac019ef825d9324f512b81fd6172081f54616c046e87eb509cb0c9bf61a03d/1.jpg" data-mid="45378738" border="0"  src="https://freight.cargo.site/w/1000/i/c2ac019ef825d9324f512b81fd6172081f54616c046e87eb509cb0c9bf61a03d/1.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/75721d5f5b7c2923109a49335a8b448b3510db4faade213e48eaace22a4fc43d/human2.jpg" data-mid="45378734" border="0"  src="https://freight.cargo.site/w/1000/i/75721d5f5b7c2923109a49335a8b448b3510db4faade213e48eaace22a4fc43d/human2.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/8d9c6cc29293a323b0bcc045475d829c3d634990b5540db50d59a29f17780ce0/152.jpg" data-mid="45378739" border="0"  src="https://freight.cargo.site/w/1000/i/8d9c6cc29293a323b0bcc045475d829c3d634990b5540db50d59a29f17780ce0/152.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/27d779fdb30fae1b1eb95e1bd1dde48ab7eb01362f665b7d316ae329dcc0ed02/geoboil2.jpg" data-mid="45378737" border="0"  src="https://freight.cargo.site/w/1000/i/27d779fdb30fae1b1eb95e1bd1dde48ab7eb01362f665b7d316ae329dcc0ed02/geoboil2.jpg" /&#62;
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/20c401c8023bb0e78befbfc46cb724148d5e3d304196da747b43f32f8e2f1dfe/untitled90.jpg" data-mid="45378735" border="0"  src="https://freight.cargo.site/w/1000/i/20c401c8023bb0e78befbfc46cb724148d5e3d304196da747b43f32f8e2f1dfe/untitled90.jpg" /&#62;
//Tutored by Entagma

modeling, rigging &#38;amp; animating:


modeling and/or rendering:
&#60;img width="1920" height="768" width_o="1920" height_o="768" data-src="https://freight.cargo.site/t/original/i/3df50643028ebfd4130a843b0f0423b7bbf91f80e76699f471a90ea82e398e3c/0010.png" data-mid="45378723" border="0"  src="https://freight.cargo.site/w/1000/i/3df50643028ebfd4130a843b0f0423b7bbf91f80e76699f471a90ea82e398e3c/0010.png" /&#62;
&#60;img width="1920" height="768" width_o="1920" height_o="768" data-src="https://freight.cargo.site/t/original/i/48da862dfb193ec31cdd420e712c39985a0f4e6bd934bfc49b69557c64690757/pro10.png" data-mid="45378725" border="0"  src="https://freight.cargo.site/w/1000/i/48da862dfb193ec31cdd420e712c39985a0f4e6bd934bfc49b69557c64690757/pro10.png" /&#62;
&#60;img width="960" height="540" width_o="960" height_o="540" data-src="https://freight.cargo.site/t/original/i/6b80f951c5327839cf6fa19060efb7624f224a397d28ec6e6186d3bd45a16d53/bathroom5.png" data-mid="45378740" border="0"  src="https://freight.cargo.site/w/960/i/6b80f951c5327839cf6fa19060efb7624f224a397d28ec6e6186d3bd45a16d53/bathroom5.png" /&#62;
&#60;img width="960" height="540" width_o="960" height_o="540" data-src="https://freight.cargo.site/t/original/i/6a85ffe8ad8de579d3b698e0440c85ff2be2907856f41651f8f7f254a4ccf906/bread.png" data-mid="45378741" border="0"  src="https://freight.cargo.site/w/960/i/6a85ffe8ad8de579d3b698e0440c85ff2be2907856f41651f8f7f254a4ccf906/bread.png" /&#62;
&#60;img width="960" height="540" width_o="960" height_o="540" data-src="https://freight.cargo.site/t/original/i/4dd0690fc2c3aec5cd699a7df312b46e394f7836f8570e585e0e1dca6090387f/bear2.png" data-mid="45378727" border="0"  src="https://freight.cargo.site/w/960/i/4dd0690fc2c3aec5cd699a7df312b46e394f7836f8570e585e0e1dca6090387f/bear2.png" /&#62;
&#60;img width="960" height="540" width_o="960" height_o="540" data-src="https://freight.cargo.site/t/original/i/c0045767a24baa5c5da3b4ca15a6fb3c2b5dfaaa901ff584d7327be97de079d5/cloth.png" data-mid="45378724" border="0"  src="https://freight.cargo.site/w/960/i/c0045767a24baa5c5da3b4ca15a6fb3c2b5dfaaa901ff584d7327be97de079d5/cloth.png" /&#62;
&#60;img width="1920" height="1080" width_o="1920" height_o="1080" data-src="https://freight.cargo.site/t/original/i/f09422c4b7dbda8f6661385a5d36f65e306f1183ce16059f5ed43d7e30f7ec99/untitled.png" data-mid="45378726" border="0"  src="https://freight.cargo.site/w/1000/i/f09422c4b7dbda8f6661385a5d36f65e306f1183ce16059f5ed43d7e30f7ec99/untitled.png" /&#62;


</description>
		
	</item>
		
		
	<item>
		<title>Building Virtual Worlds</title>
				
		<link>https://dandandu.com/Building-Virtual-Worlds</link>

		<pubDate>Wed, 13 Apr 2016 23:22:23 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Building-Virtual-Worlds</guid>

		<description>



Building Virtual Worlds
in Unity3D + Kinect / Oculus / Sony PS Move Controller / Jam'O'Drum / Makey Makey 

Building Virtual Worlds (BVW) is a CMU course, which challenges students in small teams to create 5 games, each in 1 to 3 weeks. 
Games are made with different platforms, such as Oculus, Microsoft Kinect, Sony Playstation Move Controller, Makey Makey, Jam'O'Drum, and so on.
In all the 5 rounds, I worked as the gameplay and tool programmer with different teammates who are artists, sound designers.

#1 The Tale of Mismatched Max
Platform: Microsoft Kinect
Duration: 2 weeks


#2 Toilet King
Platform: Makey Makey
Duration: 3 weeks


#3 Pong Pong Frog
Platform: Jam'O'Drum
Duration: 1 week


#4 Maestro
Platform: Oculus Rift, Sony PS Move
Duration: 2 weeks
</description>
		
	</item>
		
		
	<item>
		<title>Museum of Broken Relationships</title>
				
		<link>https://dandandu.com/Museum-of-Broken-Relationships</link>

		<pubDate>Sun, 06 Nov 2016 08:37:00 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/Museum-of-Broken-Relationships</guid>

		<description>


Project Ex
Location based, PHP+JavaScript+SQL+RedHat, Unity3D

Role:  Programmer, Tech Artist
Project Website: Project  Ex

#1: Typewriter
platform: HTML + PHP + MySQL + D3.js + Typewriter Conversion Kit
&#60;img width="1308" height="576" width_o="1308" height_o="576" data-src="https://freight.cargo.site/t/original/i/d67d625180b8b36607f110699bf9c09cb62cd9a6853f920c3929201a060f28a9/tczXi0PoQF.gif" data-mid="45378750" border="0"  src="https://freight.cargo.site/w/1000/i/d67d625180b8b36607f110699bf9c09cb62cd9a6853f920c3929201a060f28a9/tczXi0PoQF.gif" /&#62;
- Shuffling word cloud generated from words retrieved from guests' stories displayed on a large screen
&#60;img width="1402" height="782" width_o="1402" height_o="782" data-src="https://freight.cargo.site/t/original/i/5c82b75a958743db70fd881937b964475894d3d30ce85c6e36b40ecca2e4164b/PZKL6ZmgOq.gif" data-mid="45378751" border="0"  src="https://freight.cargo.site/w/1000/i/5c82b75a958743db70fd881937b964475894d3d30ce85c6e36b40ecca2e4164b/PZKL6ZmgOq.gif" /&#62;
- Guests type stories from a traditional typewriter converted into a keyboard which then contribute to our word database

#2: Misty Window
platform: Unity3D



We are team Project Ex from the Entertainment Technology Center at Carnegie Mellon University. Project Ex serves as the design team for the Pittsburgh exhibition of the Museum of Broken Relationships (MoBR). First launched in Zagreb, MoBR is a traveling exhibition that shows human stories about relationship loss, through the objects these relationships leave behind. Ranging from the everyday to the extraordinary, these objects become shorthand for human storytelling.
Project Ex is responsible for the design of the exhibition space, in partnership with our client, CMU Professor Jane Bernstein. Bernstein’s class interviews donors to collect objects and stories from the greater Pittsburgh community, particularly those in marginalized populations. Taking these stories into account, we design the guest experience to complement and highlight the Pittsburgh centered stories with the museum’s permanent collection. In addition to designing the exhibition around the collected stories, we are designing an interactive element to the gallery space. We aim to engage and include the guest in interactive storytelling during their visit to the exhibition. The show, opening in December 2016, will run for one month at the Mine Factory in Pittsburgh.</description>
		
	</item>
		
		
	<item>
		<title>SurThrive</title>
				
		<link>https://dandandu.com/SurThrive</link>

		<pubDate>Fri, 15 Apr 2016 01:11:38 +0000</pubDate>

		<dc:creator>dandandu</dc:creator>

		<guid isPermaLink="true">https://dandandu.com/SurThrive</guid>

		<description>


SurThrive
in Unity3D

We are creating a ”video player game“ called Pause that changes players’ ideas about how people act post-disaster 
– a counter to the news stories and disaster movies


</description>
		
	</item>
		
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