My name is Camilo Talero, and I am a computer scientist specializing in the field of Computer Graphics. Having graduated from the University of Calgary in 2018 with an honours degree in computer science and a minor in Pure Math, I have since been applying my skills to multiple projects, with the hopes of eventually becoming a full-time researcher.
Currently, I am making my own rendering engine, focused on making research prototypes as easy as possible; however, you should also take a look at my my old projects. In addition, I have a proof repository where I have proven some facts about papers and algorithms I am interested about, with my favourites being the proofs on b splines and those on gaussian subdivision.
These are some neat algorithms I have implemented in my current engine, which is made with Vulkan and C++.
Gaussian subdivision is a 2019 SIGGRAPH paper, it is a generalization of subdivision surfaces using gaussian distributions at every point.
This is a guassian loop subdivided bunny where the gaussian distributions at the vertices where randomly generated.
This is a guassian loop subdivided cube where only one of the vertices has a non identity gaussian matrix.
<iframe width="560" height="315" src="https://www.youtube.com/embed/8qgHe-SLDJw"></iframe>And this is a sample of Gaussian subdivision used foir terrain generation:
I have a partial implementation of the MMP algorithm for exact geodesics (coded entirely by me):
I have an efficient implementation fo the half edge data structure that handles boundary conditions. The above algorithms both use this data structure, but since they don't have boundaries, here is an example of regular loop subdivision in a tetrahedron missing one face: