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yuhanliu-tech/README.md

Hello there!

I'm Yuhan, a fourth year undergraduate student at the University of Pennsylvania, studying Digital Media Design (computer graphics / computer science) in the School of Engineering and Applied Science.

For more information about me, visit my personal website at liuyuhan.me. For questions and inquiries, message me at yuhanl@seas.upenn.edu.

View my latest public repos below:

CUDA-based path tracer to render globally-illuminated scenes. Performance optimizations, proceduralism, mesh & textures, denoising and antialiasing.

Forward+ Shading and Clustered Deferred Shading, using WebGPU and TypeScript, demonstrated on Sponza atrium model with hundreds of point lights. Additional aesthetic artistic cell and outline fragment shader. Live Demo available on Chrome.

Real-time Bezier curve grass simulation and rendering application using Vulkan compute and tessellation shaders.

Inspired by the Will-o'-the-Wisps from Brave, I created my own wisp using procedural noise tools in WebGL and TypeScript. Live Demo available in browser.

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  1. GPU-CUDA-Path-Tracer GPU-CUDA-Path-Tracer Public

    Forked from CIS5650-Fall-2024/Project3-CUDA-Path-Tracer

    CUDA-based path tracer to render globally-illuminated scenes. Performance optimizations, proceduralism, mesh & textures, denoising and antialiasing.

    C++ 1

  2. WebGPU-Forward-Plus-and-Clustered-Deferred WebGPU-Forward-Plus-and-Clustered-Deferred Public

    Forked from CIS5650-Fall-2024/Project4-WebGPU-Forward-Plus-and-Clustered-Deferred

    Forward+ Shading and Clustered Deferred Shading, using WebGPU, demonstrated on Sponza atrium model with hundreds of point lights. Additional aesthetic artistic cell and outline fragment shader.

    TypeScript

  3. GPU-CUDA-Flocking GPU-CUDA-Flocking Public

    Forked from CIS5650-Fall-2024/Project1-CUDA-Flocking

    Exploration of CUDA kernels to implement a flocking simulation based on the Reynolds Boids algorithm. CUDA-based optimizations for this project feature a uniform grid with semi-coherent memory access.

    Cuda

  4. GPU-Stream-Compaction GPU-Stream-Compaction Public

    Forked from CIS5650-Fall-2024/Project2-Stream-Compaction

    This project investigates parallel algorithms by implementing various versions of scan (prefix-sum), stream compaction (remove unwated elements), and sort algorithms. We begin with CPU implementati…

    Cuda

  5. will-o-wisp-shader will-o-wisp-shader Public

    Forked from CIS-566-Fall-2023/hw01-fireball

    Inspired by the Will-o'-the-Wisps from Brave, I created my own wisp using procedural noise tools in WebGL and Javascript.

    GLSL