Emily Vo



Benchmarking experiment for animated scenes raytraced in DXR.

  • CUDA particle simulation
  • Assimp FBX parsing for skeletal animation
  • Procedural textures
  • Animation through morph targets
  • In collaboration with Alexander Chan

Yuki: A Material Point Method Implementation

A physically based animation system built in C++ that simulates elastic / plastic deformation.

  • Particle-Grid transfers
  • Force calculations
  • Affine Particle In Cell implementation
  • MAC Grid
  • Fast Poisson Disk algorithm and uniform grid data structure
  • Poisson sample distribution throughout mesh
  • Lloyd's relaxation algorithm
  • Neohookean and fixed corotated elasticity
  • Plastic and elastic deformation gradient evolution
  • Force computation
  • Collision velocity correction for rigid bodies
  • In collaboration with Alexander Chan

Tasty: Elastic Solid Simulator

A physically based animation system built in C++ that simulates elastic solids.

  • Demo
  • Mesh tetrahedronalization using TetGen
  • Neo-Hookean elasticity model
  • Finite Element Method
  • Rigid Body Collision Detection
  • Rendered in Houdini
  • In collaboration with Tabatha Hickman and Alexander Chan

Smoke Simulator

A physically based animation system built in C++ that simulates eulerian fluids.

  • Demo
  • Multiple smoke source generation
  • Rendered in Houdini

City Forgery

A procedural city with crowd simulation.

  • Live Demo
  • Procedural City Planning with Voronoi Generation
  • Procedural Building Generation
  • Space Colonization Crowd Simulation Algorithm (Biocrowds)
  • Animated Textures
  • Bloom, Sobel, and Pointilism Post Processing Shaders
  • Implemented in three.js

Tsurumi Painterly Rendering Engine

A maya plugin for transforming 3D renders into oil paintings.

  • Demo
  • In collaboration with Alexander Chan
  • Responsible for orientation field computation and traversal for brush orientation and placement on image
  • Responsible for Maya user interface
  • Responsible for creation of brush image dictionary to place onto output images

Monte Carlo Rendering Engine

A physically based rendering engine implemented from scratch in C++.

  • Demo
  • Microfacet Models
  • Bounding Volume Hierarchy Acceleration Structures
  • Photon Mapping
  • Volumetric Rendering
  • Dispersion


A procedural music visualizer.

  • Live Demo
  • Procedural Iridescent Crystal Meshes
  • Procedural Flower Meshes
  • Procedural Asset Music Animation
  • Noise-based Vertex Deformation
  • Implemented in three.js


An interactive and procedural sakura tree generator using l-systems.

  • Live Demo
  • L-System Parser
  • Turtle Renderer
  • Interactive Grammar Control
  • Implemented in three.js


A Virtual Reality Coloring Book Application using Google Daydream.

  • Demo
  • Interactive Scene Creation
  • Hand Modeled Low Poly Meshes
  • Implemented using C#, Unity, and Google Cardboard and Daydream