Precomputed Radiance Transfer

In this project, we implemented a technology named Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments, which was frequently used in game engine. We precomputed a serial of coefficients and saved it, in run-time, used the coefficients to compute the color of every vertices quickly. We used a low-order spherical harmonic (SH) basis to represent such environments efficiently without aliasing.

3D indoor modeling based on rules

A software converting 2D images to 3D models quickly, using a interactive theory which is based on shape grammar, helping designers in accomplishing the seemingly impossible.