Programming
Name of the Project: Advanced Computer Graphics, Shaders and Global Illumination Lighting
By: Kevin Boggs
Language(s): C++, Python, Ash Renderer
Description: Responsible for C++ shaders, and python scene files that are rendered using the Ash Ray tracer for the following features:
By: Kevin Boggs
Language(s): C++, Python, Ash Renderer
Description: Responsible for C++ shaders, and python scene files that are rendered using the Ash Ray tracer for the following features:
- Image Based Lighting (Lambertian, Fresnel Reflection)
- Ambient Occlusion
- Global illumination Path Tracing (Lambertian)
- Bi Directional Path tracing (Lambertian)
- Point Based Global Illumination (Lambertian)
Name of the Project: Real Time Smooth Particle Hydrodynamics (SPH) Simulation
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT, OpenImageIO
Description: Interactive Smooth Particle Hydrodynamics (SPH) Simulation. Features:
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT, OpenImageIO
Description: Interactive Smooth Particle Hydrodynamics (SPH) Simulation. Features:
- Parameter file for controlling: particle number, window size, viscosity, base density, pressure scalar, radius of influence, and more.
- Parameter file can be reloaded dynamically
- Controls to Paint particles into the simulation, increase particle size, and reset simulation.
- Occupancy Volume implemented.
- Using Leapfrog and Sixth solvers
- Option to output EXR frames
Name of the Project: Real Time Eulerian fluid simulation Maze Game: Level 7
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT, OpenImageIO
Description: Created a maze game out of my Eulerian Paint simulation. Paint directional forces in order to guide density to the green exit. Paint obstructions to create ramps and block off dangerous lava. Use the alternate views to debug hidden obstacles like velocity traps, and divergence fields. Reach the goal with the shortest amount of time or the highest score to win. The game features 7 levels designed to help introduce different gameplay elements and challenge the player. Using C++, Open GL, GLUT, OpenImageIO.
Note: video of levels 1-7 coming soon!
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT, OpenImageIO
Description: Created a maze game out of my Eulerian Paint simulation. Paint directional forces in order to guide density to the green exit. Paint obstructions to create ramps and block off dangerous lava. Use the alternate views to debug hidden obstacles like velocity traps, and divergence fields. Reach the goal with the shortest amount of time or the highest score to win. The game features 7 levels designed to help introduce different gameplay elements and challenge the player. Using C++, Open GL, GLUT, OpenImageIO.
- Paint density, directional forces, obstruction, and divergence
- 7 levels each with its own unique puzzles and traps
- Multiple views to visualize the simulation's velocity, density, divergence, and painted forces. Use the views to identify traps, and power ups that are invisible in the main game view.
- Time trial or top score game modes.
- Option to output EXR frames
Note: video of levels 1-7 coming soon!
Name of the Project: C, C++, and iOS Ray Tracer iPhone App
By: Kevin Boggs
Language(s): C, Objective C, C++, Cocoa, iOS
Development IDE: Xcode
Lines of Code: Over 3000
Description: Responsible for all aspects. Multiple ray tracer programs including a single view iPhone app that does Whitted Style ray tracing with the following features:
By: Kevin Boggs
Language(s): C, Objective C, C++, Cocoa, iOS
Development IDE: Xcode
Lines of Code: Over 3000
Description: Responsible for all aspects. Multiple ray tracer programs including a single view iPhone app that does Whitted Style ray tracing with the following features:
- Simple OBJ Reader
- Shadows (with Color)
- Ambient, Point, and Directional Lights (with Color)
- Matte, Phong, and Full Reflective Materials
- Glossy Specular, Perfect Specular, and Lambertian BRDF's
- Triangle, Plane, and Sphere Geometric Objects
- A Sample Build Function
- Anti Aliasing
- Soft Shadows
- Reflections
- Refractions
IOSRayTracer from Kevin Boggs on Vimeo.
Name of the Project: 2D Battlestar Game
By: Kevin Boggs
Language(s): C++, SDL
Description: Battlestar Galactica themed 2D game using C++, object oriented design, and SDL.
The following features are included:
***NOTE: I do not claim rights to any images, video or sound I might have borrowed from the Battlestar Galactica Series.
By: Kevin Boggs
Language(s): C++, SDL
Description: Battlestar Galactica themed 2D game using C++, object oriented design, and SDL.
The following features are included:
- No memory leaks!!!!
- Data driven programming with an xml data file to make quick changes without recompiling
- Object oriented design patterns
- Layered sound and music
- Custom made music
Sprites, multi-sprites, jumping sprites, and explosion sprites
-
Per pixel collision detection
- Shooting utilizing object pooling
-
Parallax scrolling
- Painter’s algorithm
- Game states based on story
-
Interactive HUD
- Explosions with chunking
- Fluid and intuitive player controls
- Dynamic story that changes based on the players progress
***NOTE: I do not claim rights to any images, video or sound I might have borrowed from the Battlestar Galactica Series.
Name of the Project: Green Screen and Simple Composite Programs
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT, OpenImageIO
Description: Responsible for all aspects. Program alphamask.cpp will read in an image using OpenImageIO, calculate the alpha mask using various green screen algorithms and optionally output the new image without the green screen. Algorithms implemented:
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT, OpenImageIO
Description: Responsible for all aspects. Program alphamask.cpp will read in an image using OpenImageIO, calculate the alpha mask using various green screen algorithms and optionally output the new image without the green screen. Algorithms implemented:
- Setting individual HSV ranges to calculate the green screen
- Optionally calculating spill suppression
- Optionally using the Petro Vlahos algorithm
- Update parameters dynamically without recompiling with the use of a parameter file
Name of the Project: Particle Simulation
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT
Description: Responsible for all aspects. This program will create particle simulation using OpenGL and GLUT. You can use the parameter file to alter some of the forces and initial simulation features such as gravity, mass, wind, amount of particles, and lifetime of the particles. You can also load the parameter file dynamically without recompiling. Features:
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT
Description: Responsible for all aspects. This program will create particle simulation using OpenGL and GLUT. You can use the parameter file to alter some of the forces and initial simulation features such as gravity, mass, wind, amount of particles, and lifetime of the particles. You can also load the parameter file dynamically without recompiling. Features:
- Enable motion Blur
- Point attractor
- Line attractor
- Restart the particle simulation
- Toggle between points and lines
- Increases/ decrease the point size as well as the line width
particles project from Kevin Boggs on Vimeo.
Name of the Project: 3D Flocking Bug Simulation
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT
Description: Responsible for all aspects. This program will create a physically based animation simulation of flocking fireflies using OpenGL and C++ with fourth order Runge-Kutta integration and state vectors.
By: Kevin Boggs
Language(s): C++, OpenGL, GLUT
Description: Responsible for all aspects. This program will create a physically based animation simulation of flocking fireflies using OpenGL and C++ with fourth order Runge-Kutta integration and state vectors.
Name of the Project: Bleed Out
By: Kevin Boggs, Paolo Usero, Matthew Onley
My Positions: Team Leader, Lead Programmer, Designer, Artist
Software Used: Xcode, Tiled, Texture Packer, Autodesk Maya, Adobe Photoshop
Development Time: 7 Days
Lines of Code: Over 7000
Description: This is an iPhone game created using COCOS2D. The goal for the project was come up with a creative and fun game using two random words: "Bleeding" and "Ears". The original premise of the game: "The game takes place in a creepy dark hospital where the player struggles to see through the darkness and dust. The character is a guy who woke up in the hospital but does not know why he is there. He has a massive headache, and upon closer inspection he finds that he is bleeding profusely out of his ears. While searching around the rooms and hallways he finds some medicine that helps coagulate the blood and temporarily solves the problem. The main character must find a way out and follows the green exit sign around a corner. Waiting on the other side is a dark figure shrouded in smoke almost blending into the darkness. The patient hollers out down the hall asking where is he and what is this place when the black figures eyes open and reveal bright yellow, and his mouth opens releasing a ear piercing scream that instantly causes the characters ears to start draining blood. Bleeding out the main character must run away, find more medicine to slow the bleeding and ultimately escape the creepy hospital." The game contains the following features:
By: Kevin Boggs, Paolo Usero, Matthew Onley
My Positions: Team Leader, Lead Programmer, Designer, Artist
Software Used: Xcode, Tiled, Texture Packer, Autodesk Maya, Adobe Photoshop
Development Time: 7 Days
Lines of Code: Over 7000
Description: This is an iPhone game created using COCOS2D. The goal for the project was come up with a creative and fun game using two random words: "Bleeding" and "Ears". The original premise of the game: "The game takes place in a creepy dark hospital where the player struggles to see through the darkness and dust. The character is a guy who woke up in the hospital but does not know why he is there. He has a massive headache, and upon closer inspection he finds that he is bleeding profusely out of his ears. While searching around the rooms and hallways he finds some medicine that helps coagulate the blood and temporarily solves the problem. The main character must find a way out and follows the green exit sign around a corner. Waiting on the other side is a dark figure shrouded in smoke almost blending into the darkness. The patient hollers out down the hall asking where is he and what is this place when the black figures eyes open and reveal bright yellow, and his mouth opens releasing a ear piercing scream that instantly causes the characters ears to start draining blood. Bleeding out the main character must run away, find more medicine to slow the bleeding and ultimately escape the creepy hospital." The game contains the following features:
- Level select with multiple levels
- Multiple animated sprites
- Circle pad controls with movement and collision detection
- Rudimentary seeking AI and states
- Custom textures and tile sets
- Easy to use interface
- Creepy soundtrack
- Custom Audio and Sprites
- Easter egg hidden in the game
Name of the Project: Predator Prey Simulator
By: Kevin Boggs
Language: Java
Development IDE: Eclipse
Lines of Code: Over 2000
Description: Responsible for all aspects. This is a Java application that simulates 3 types of birds flocking with Predator/ Prey AI:
By: Kevin Boggs
Language: Java
Development IDE: Eclipse
Lines of Code: Over 2000
Description: Responsible for all aspects. This is a Java application that simulates 3 types of birds flocking with Predator/ Prey AI:
FlockingBirdsSim from Kevin Boggs on Vimeo.
Name of the Project: Procedural Neuron Modeling Script
By: Kevin Boggs
Language: Python
Development IDE: Xcode
Lines of Code: Over 100
Description: Responsible for all aspects. This is a small Python script for Autodesk Maya that asks the user to input some parameters and then randomly generates neuron like models based on the inputs. The script also allows the user to scatter selected objects randomly around the scene.
By: Kevin Boggs
Language: Python
Development IDE: Xcode
Lines of Code: Over 100
Description: Responsible for all aspects. This is a small Python script for Autodesk Maya that asks the user to input some parameters and then randomly generates neuron like models based on the inputs. The script also allows the user to scatter selected objects randomly around the scene.