log
12/23/2007

Hollow Point

We are at Alpha for Hollow Point! Click here to check it out!

about me

After attending the University of Florida and living in Gainesville, Florida all my life, I finally decided it was time to leave, and am now in the Seattle area attending the DigiPen Institute of Technology working on my Computer Science Masters degree. My thesis is focusing on generating physically plausible soft shadows for real time games/applications. I'm interested in Game Architecture, creating Tools, and Graphics. The main languages I deal with on a daily basis are C++ and C#.

Other than coding, I of course play video games, but also try to play the guitar every now and then, and read a few books. Once school's over, I'm looking forward to getting more into cooking, and and back into the gym for some weight training.

resume

You can find my resume here:

PDF - Word - Text


View Suresh Malakar's profile on LinkedIn
portfolio

Individual Projects

Cloth Simulation / Soft Shadows / HDR

This is a basic cloth/spring simulation with a gravity force and an external wind force. The mass points and springs are read in from a mesh. Phong shading is used for the lighting. Soft shadows have been implemented using Variance Shadow Maps (as seen in GPU Gems 3) and a basic HDR has been implemented based on ATi's implementation of Paul Debevec's SIGGRAPH paper. C++ and HLSL are used.

Shadow 1 Shadow 2 Shadow 3

Download demo here.

Raytracer

This is a raytracer that implements phong shading, soft shadows, anti-aliasing, refractions and reflections. Learning how a raytracer works was always something I wanted to learn. Seeing how to implement offline graphics gave me a different perspective from real-time graphics and rasterization. This project uses C++ and Win32.

Ray 1 Ray 2 Ray 3

Inverse Kinematics / Hierarchical Bone Animation / Bezier Curve Path-following

This project combines hierarchical mesh animation and inverse kinematics. The mesh is read in from a .X file exported from 3DSMax. The key frames are manually interpolated using LERP and SLERP (the animation controller is bypassed). The model also walks upon a bezier curve at constant speed. Written in C++ with DirectX.

Anim 1 Anim 2 Anim 3

Sokoban Solver

This is a program that solves Sokoban using A*, written in C++. No fancy graphics here, all ASCII output. The purpose of this exercise was not A* specifically, but in finding a way to drastically limit the search space that is produced by the game of Sokoban. An abstracted A* algorithm was created, that made use of the Astar_node interface. This interface was then extended to the problem of Sokoban, with each node also representing the state of a Sokoban board.

Sample Output

Bezier Curves

A program to draw Bezier Curves, written in C#.

Computer Graphics - Bump Mapping / Texturing

A software renderer that does per-pixel lighting, texturing, and bump mapping. Written in C++, with some OpenGL helpers, but most functionality overridden for the sake of the project.

Bump 1
Download demo here.

Group Projects

Hollow Point - 2nd Year Game

Student game from the 2007-2008 school year. On a team of four programmers, and four artists, I am the technical director for the game, and initially worked on the game architecture, and later focused on graphics. The game uses component-based object design, along with an event-based messaging system using a subscriber pattern. Graphical features I've implemented are: Instancing, Phong lighting, Animations, Post Processing effects, dynamic wall generation, and smoothed shadow maps. The game is programmed in C# using XNA Game Studio 2.0.

The following are Pre-Alpha screenshots (read: programmer art :) )

HP 1 HP 2 HP 3 HP 3



More information here!

Trash Gordon - 1st Year Game

Student game from the 2006-2007 school year. On a team of four programmers, I am the technical director for the game, and primarily worked on the game architecture, which includes a component-based design, and event driven messaging system. The game is programmed in C++ using DirectX.

It's a space shooter, with a slight twist, you collect the debris of enemies that you have destroyed to use as a shield, or special attacks. There are three levels, and a myriad of enemies and bosses. As well as a killer soundtrack!

It was also recently featured on 1up.com's 101 Free Games 2008!

Trash 1 Trash 1
Download Trash Gordon here!