Rendered EPCOT Scenes (EPCOT 1.0 & 2.0)
GLSL, C++
Built using C++ and GLSL fragment shaders, this project procedurally renders EPCOT’s monorail and the geodesic pattern of Spaceship Earth. Custom 2D primitives were rendered using cross-product edge evaluations to test point containment. To create the iconic sphere's facet pattern without hardcoding individual lines, I wrote an algorithm that computes repeating lines at 0°, 60°, and -60° using modulo arithmetic and distance fields.
Model Credit: LoneDeveloper (Sketchfab)
Serving as the capstone evolution of EPCOT 1.0, this project brought my early 2D computational drawing into a fully rendered, realistic 3D environment. Using C++ and GLSL, I parsed a complex 22-mesh OBJ model, developed a switch statement mapping verified via Blender to accurately place 14 distinct textures, and implemented custom Phong vertex/fragment shaders. To bring the scene to life with depth and realism, I simulated realistic sunlight using clustered multi-light loops and integrated a skybox cubemap.
VR EPCOT Experience (EPCOT 3.0)
Unity, C#
Building upon the 3D model developed for EPCOT 2.0, this project serves as the next iteration: a fully interactive virtual reality experience. The goal was to transform a rendered 3D model into an immersive world featuring guest interactions and synchronized show elements. Using Unity's XR Interaction Toolkit, I implemented systems allowing players to freely explore the park via teleport pads, grab and inspect park snacks, and snap a bottle cap into the socket on the bottle. Custom C# show control scripts link an interactive physical pushbutton to particle system fireworks and soundtrack playback.
VR IAAPA Expo Gondola Booth
Autodesk VRED Pro, SketchUp, Blender
I modeled an interactive trade-show booth using SketchUp, integrating custom signage, a large LED screen, a table, and a dual-button interactive podium. In Blender, I rigged and keyframed the gondola's door-swing motion, which triggers when a user touches the door. Bringing the booth model and animated gondala model into Autodesk VRED Pro, I implemented variant switching. One podium button cycles exterior paint materials on the cabin, while the other toggles the LED display between an active video texture and a matte-black material. The scene was finalized with some branding decals, such as company logos and the IAAPA booth number.
Tangible Augmented Reality Lightsaber
Unity, C# Scripting, 3D Printing
Tangible Augmented Reality (TAR) involves a camera detecting an image target in real life, and then overlaying models, textures, and special effects digitally. After 3D printing the lightsaber model, I scaled and printed an image to perfectly wrap around the base of the lightsaber, and oriented it the exact same way it appeared in Unity so that the program overlays the materials and blade at the correct position. When the pogram runs and the image target is found, the user can press on the 4 lightsabers on the screen to change the color, and they can press the black button to deploy and retract the blade. This project was completed with lightsaber sounds to enrich the experience.
NBA Web Application
Django Framework, Python, HTML, CSS
Collaborating in a team of 4, we engineered a full-stack Django web application to deliver real-time NBA schedules, live game updates, and scores via the NBA API. As the front-end and deployment lead, I architected the UI/UX using HTML and CSS to transform dense statistical feeds into an intuitive layout, organizing matchups across past, live, and upcoming categories, alongside search and favoriting features. I also crafted the home page and nagigation bar so that all pages could be easily accessed at anytime and on any screen dimension.