Hello! Welcome to my world! I am

A pencil sketch of a bunny
Pencil sketch: a woman’s portrait
A sketch of Violet Parr
SDF(Signed Distance Field) Ray Marching
Code-crafted snowflake❄️
A pencil sketch of a bunny
Sketching Elsa with Procreate
A serene landscape in sketch
SDF(Signed Distance Field) Ray Marching
Pencil sketch: a woman’s portrait
Gesture drawing practice
Markers meet architecture
AIGC Bunny

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Objectives

  • To understand the artistic and technical elements of “Genshin Impact’s” toon-shading style.
  • To implement a similar rendering effect using Unity Shader programming.
  • To become familiar with Unity’s development workflow while balancing artistic effects and performance in real-time rendering scenarios.

  • Ramp Textures: Used to control the gradient transition between light and shadow by sampling the ramp texture based on lighting directions.
  • ILM Textures: Integrated ambient occlusion, highlight areas, and shadow thresholds for precise control over light and shadow on different parts of the character.
Ramp Texture
Copyright © miHoYo Co., Ltd. All Rights Reserved
For personal portfolio use only.
ILM Texture
Copyright © miHoYo Co., Ltd.
All Rights Reserved
For personal portfolio use only.

Result

Lighting and Shadow Techniques
SDF Map
Copyright © miHoYo Co., Ltd.
All Rights Reserved
For personal portfolio use only.

SDF (Signed Distance Field) Map

  • Utilized SDF textures to generate soft facial shadows that dynamically respond to changes in light direction and threshold values.
  • Optimized the implementation of Rembrandt lighting using SDF textures, enhancing dynamic facial shading and creating natural shadow transitions that respond to light direction and intensity, improving the overall visual fidelity and depth of the character’s appearance.

Result

SDF Shadow
SDF Shadow
  • Normal-Based Outlines:
  • Implemented an expanded model with inverted normals to generate clean and dynamic outline strokes. This approach highlights the character’s contours while preserving real-time performance.
Outline Shader
Rigging
Animator

  • Rigging Integration
  • To enable the character to support dynamic animations, I utilized Unity’s built-in Humanoid Rig system. This system allows seamless integration of animations with the character model while maintaining compatibility with advanced rendering techniques.
  • Animation Integration
  • To bring the character to life, animations were extracted from MikuMikuDance (MMD) using the MMD4 plugin and adapted for use in Unity’s animation system.
Into the Mortal World™ © All rights belong to the original copyright holders. For personal portfolio use only.

Into the Mortal World

Production Companies: Bilibili, WinSing Animation

Release Date: July 12, 2024

Project Overview


Into The Mortal World is a Chinese animated film directed by Zhong Ding. The story follows Jin Feng, the son of the legendary lovers Niulang and Zhinü, and Xiao Fan, a human girl, as they embark on a thrilling adventure to recapture the escaped celestial beings of the Twenty-Eight Constellations. The film masterfully blends Chinese mythology with modern cultural elements, incorporating traditional fabric arts, Chongqing hot pot, and other distinctive visuals to create a uniquely captivating cinematic experience.

Showcase

Cloth & Hair Simulation Pipeline Development

  • • Collaborated with the lead Technical Director to create presets for character simulation, enabling CFX artists to work efficiently and maintain consistent results.
  • • design‬‭ and‬‭ develop‬‭ the‬‭ pipeline‬‭ and‬‭ system‬‭ for‬‭ cloth,‬hair and fur simulation for the VFX department.‬
Into the Mortal World™ © All rights belong to the original copyright holders.
For personal portfolio use only.
Cloth Preset for Protagonist Yulu
https://vimeo.com/1037381633?share=copy
Cloth Simulation for Supporting Character
UI for Simulation Pipeline
Simulation Pipeline
Theatrical Release Cover of Into The Mortal World
Into the Mortal World™ © All rights belong to the original copyright holders.
For personal portfolio use only.
Cast and Crew Credits Featuring My Role in the TD Department


Seeing my name in the cast was a proud and fulfilling moment for me!

SVBRDF Estimation

Redefining Material Modeling for Digital Art

• My research introduces an unsupervised Generative Adversarial Network (GAN) for generating SVBRDF material maps, reducing dependency on large labeled datasets.


Introduction

• Material modeling plays a critical role in computer graphics and digital art but traditional approaches are time-consuming and resource-intensive.

• Goal: To provide an efficient tool for material reconstruction that enhances digital art creation.

Core Technology

Method

• Utilized unsupervised GAN to generate four types of material maps: Diffuse, Normal, Specular, Roughness.

Innovations

  • Diffuse Map Guidance: Utilized guessed Diffuse maps for global feature integration.
  • Improved Network Architecture: Enhanced encoder and decoder to generate detailed Normal maps.
Our pipeline

Experimental Results

Diffuse (top-left)


Specular (top-right)


Roughness (middle-left)


Normal (middle-right)


Guessed diffuse map (bottom-left)

”The cold never bothered me anyway. ” — Frozen (2013)