Wavelet-based real-time image-based lighting (In progress)
This work is trying to combine the techniques described in Ren Ng's triple-product integral relighting and Rui Wang's wavelet rotation matrices. Please check out my development blog for details.

Globe rendering using 40k resolution textures, 20k heightmap and dynamic CPU+GPU Level-of-Detail.
I use chunked-LoD to dynamically adjust patch sizes in CPU side, and use tessellation shader to refine the patches based on their screen-space size, and do displacement mapping.
Click here to view the full-resolution image.

A simple WebGL Deferred Rendering Engine

A WebGL deferred rendering engine created for Spring 2013 CIS700-003 Real-Time Rendering course at University of Pennsylvania. This engine served as basecode for student assignments.

Position based Fluids

CUDA-based real-time fluids simulation based on Miles Macklin's Position-based fluids.
Fluids surface is constructed using screen-space curvature flow.

Sparse Voxel Octrees

This application voxelizes the scene and represents it in the form of SVO. The scene voxelization, SVO construction are done in GPU with compute shader and geometry shader.

See the GitHub Repo for detail.

An interior environment modeling project using Maya, click here to view the full-resolution image.

Video Game: Who Stole My Dinner

Who Stole My Dinner is hilarious, cartoon-style chasing game created by Unity Enigne. Player uses Wiiremote to control the character's running speed. The goal is to catch the thief without tipping him off.
Team member: Binglu Du, Zhenghan Mei

A Maya plugin for real-time DoF effect editing

GLSL Deferred Shading

A deferred shading program that utilizing G-buffers for SSAO (+smoothing kernel), motion blur, and Toon shading.

See the GitHub Repo for detail.

WebGL Globe Rendering

This WebGL app renders an Earth globe with cloud shadow and bump-mapped terrain.

See the GitHub Repo for detail.

Or check out the live demo.

CUDA Rasterizer

A software rasterizer with texture fetching and filtering capability implemented using CUDA .

See the GitHub repo for detail.

GPU Cloth Simulation

CUDA cloth simulation using mass-spring model, with simple sphere-object collision detection.

See the GitHub Repo for detail.

CUDA Pathtracer

A CUDA-based GPU-accelerated path tracer with interactive camera control. Anitaliasing and depth field are both implemented

See the GitHub Repo for detail.

CUDA Raytracer

A CUDA-based GPU-accelerated ray tracer, with interactive camera control.

See the GitHub Repo for detail.

OpenCL Volume Renderer

This volume renderer is used for 3D visualization of CT images.

A Dual-projector System

This projecting system stitches and blends two overlapping projections projected by two projectors, producing a large display area.

Triple Product Relighting with Global Illumination Effect

This work incorporates diffuse interreflection into the Triple Product Relighting framework.
It was for my master thesis at National Tsing Hua University.

  • M.S.E. in Computer Graphics and Game Technology - attending
    University of Pennsylvania, Philadelphia PA, USA

  • M.S. in Computer Science, July 2007
    National Tsing Hua Unversity, Hsinchu, Taiwan

  • B.S. in Computer Science, June 2005
    National Chung Cheng University, Chiayi, Taiwan

  • Visual Computing Research Intern, Summer 2014
    Bosch Research, Palo Alto, CA

  • Teaching Assistant, Real-time Rendering course, Spring 2014
    University of Pennsylvania, Philadelphia, PA

  • Engineer, 2011-2013
    China Steel Corporation, Kaohsiung, Taiwan

  • Senior Engineer, 2011
    MStar Semiconductor, Chupei, Taiwan

  • Software Engineer, 2011
    InterGrafx, Taipei, Taiwan

  • Research Assistant, 2010
    National Taiwan University, Taipei, Taiwan

  • Part-time Programmer, 2002-2005
    Computer Center of National Chung Cheng University, Chiayi, Taiwan

  1. H.-M. Chen, P.-H. Chen, C.-T. Lin, J.-H. Ciou, “An adaptive macroblock-mean difference based sorting scheme for fast normalized partial distortion search motion estimation,” Computers and Electrical Engineering, volume 39, Issue 5, 1409-1421 (Jul. 2013)
  2. H.-M. Chen, P.-H. Chen, C.-T. Lin, C.-C. Liu, “Content-adaptive thresholding early termination scheme on directional gradient descent searches for fast block motion estimation,” Optical Engineering, volume 51, Issue 11, 117401 (Nov. 2012)