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Resistance: Fall Of Manshipped: November 2006 description: Click to visit the official Resistance: Fall Of Man home page. |
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Ratchet and Clank: Up Your Arsenalshipped: November 2004 Click to visit the official Ratchet and Clank: Up Your Arsenal home page. |
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Ratchet and Clank: Going Commandoshipped: November 2003 My final level for the game was Planet Damosel. For this level I coded 2 enemies: the evil protopets which just keep on multiplying and attacking everything in sight, and the protopet exterminator bots that shoot lighting bots at anything furry...including Ratchet. I also wrote the AI for the robot citizens which run for their lives from the protopets. In this level I also did a pretty cool freezing effect for the water fountain and all of the effects and logic for the grind rail segment, in which trains warp in through wormholes just in time for the player to ride on top of them. Click to visit the official Ratchet and Clank: Going Commando home page. |
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Beam Runner Hypercrossdate: Spring 2001platform: PC by: Maxim Garber, Mark Harris, Vincent Scheib, Stephan Sherman, Andrew Zaferakis purpose: Course project for the class COMP 290 3D Game Engine Design at UNC description: Over the course of one semester our group of 5 graduate computer science students implemented, from scratch, a 3D game engine called HyperX and a game demo called Beam Runner Hypercross on top of that engine. The game is a high speed racing game where players pilot ships that ride on beams of energy. Players face off against AI opponents in a world populated by traffic and plasma gun turrets. My contribution to the work was mainly in designing the ship control and opponent AI. Click for implementation details and screenshots. |
Motion Planning in Massive Environmentsdate: Fall 2002by: Brian Salomon, Maxim Garber, Ming C. Lin, and Dinesh Manocha purpose: Research project at UNC description: |
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Constraint-Based Motion Planningdate: Fall 2001 |
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A Voronoi-Based Hybrid Motion Plannerdate: Fall 2000 through Spring 2001 by: Mark Foskey, Maxim Garber, Ming C. Lin, and Dinesh Manocha purpose: Research project at UNC description: This system uses a hardware accelerated method for computing a 3D Voronoi graph of a scene to obtain an estimated path for a robot from its starting position to its goal. My role in the project involved extending the system to support articulated robots and also improving robot orientation calculation using potential fields. This work lead directly into my Constraint-Based Planning system. Click for publications and videos. |
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Real-Time Cloth Simulation with Full Cloth/Object Interactiondate: Fall 2001by: Maxim Garber purpose: Personal interest description: Based on my earlier experience with cloth dynamics and my personal interest in real-time cloth, I implemented this system for my own interest. The main goal was to not only support realistic cloth motion, but also to allow the cloth to exert forces on objects in the scene. In my example scenes, a cloth sheet slows the motion of the projectiles that impact it, and a cloth net catches and holds projectiles. Click for implementation details, sample code, videos and an executable demo.
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Simple Physical Simulationdate: Spring 2002by: Maxim Garber purpose: Course project for COMP 259 Physically-Based Modeling, Simulation and Animation at UNC description: This course project involved implementing two simple physical systems: a spring mass system and a projectile system. Each system was tested with both the Euler and Midpoint integration methods and the results were compared. Click for implementation details, sample code, and screen shots. |
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Collision Detectiondate: Spring 2002by: Maxim Garber purpose: Course project for COMP 259 Physically-Based Modeling, Simulation and Animation at UNC description: This assignment involved using an existing collision package to implement rigid object interaction. The resulting system was then tested with various parameters to explore the performance curve. Click for implementation details, sample code, and performance graphs. |
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Constrained Dynamicsdate: Spring 2002by: Maxim Garber purpose: Course project for COMP 259 Physically-Based Modeling, Simulation and Animation at UNC description: This assignment involved using the Lagrangian formulation to implement a bead constrained to move on a circular wire. Click for implementation details, sample code, and screen shots. |
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Procedural Shader
date: Fall 2002 |
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Ray Tracer with Ray Queuedate: Fall 2002by: Maxim Garber purpose: Course project for COMP 238 Advanced Image Generation at UNC description: This project involved implementing a standard ray tracer. My ray tracer implementation uses a statically allocated circular array as a ray queue, for speed, and allows partial results for both object and lighting rays to be displayed interactively. Click for implementation details, source code, and result images. |
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Stochastic Ray Tracerdate: Fall 2002by: Maxim Garber purpose: Course project for COMP 238 Advanced Image Generation at UNC description: This project involved augmenting my previous ray tracer to support triangle primitives and texturing as well as features to produce soft shadows, glossy reflections, and image antialiasing. Click for implementation details, source code, and result images. |
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NPR Palette Rendererdate: Spring 2001by: Maxim Garber purpose: Course project for COMP 236 Advanced Computer Graphics at UNC description: For this project I implemented a real time non-photorealistic rendering engine which allows users to specify a palette of textures and then render 3D geometry using those textures as a rendering style. The end result is a fun system that allows anyone to create their own custom NPR rendering style from almost any set of images. Click here for implementation details and result images. |
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SoftGL: Software Implementation of the OpenGL Graphics Pipelinedate: Spring 2001 by: Maxim Garber purpose: Homework for COMP 236 Advanced Computer Graphics at UNC description: This series of homework assignments I implemented a software rendering engine following the OpenGL pipeline. The purpose of this project was to make us intimately familiar with the standard polygon rendering pipeline and the technical problems that have to be solved to make it work. The components of the software rendering that I implemented are: 3D Polygon Clipping, Triangle Rasterization, Smooth Shading, and Lighting. Click here for implementation details and source code. |