My role in the production was to provide hands-on support to artists at Marvel studios and Disney validating asset performance within Unreal Engine and give feedback on asset topology.
As part of my role at eFuse, I was responsible for designing the functional behavior of the virtual studio package we built out for collegiate esports broadcasts.
After watching The Batman, one scene that stood apart from all the others was the one in which Batman walked slowly toward Penguin after the intense car chase. I came back home and rewatched the scene and I noticed that most of the elements within it could be recreated using CG. So, picking Unreal Engine as my weapon of choice, I set out to do just that.
I took part in the Formula AI Hackathon which introduced participants to three different domains of challenges in the world of Formula 1. The challenge track that I chose was ‘3D Modeling’ which required us to write a blender add-on that can accept JSON files containing {x, y, z} location data of different parts of the track, before being mapped to a 3D model. Out of 212 applicants, my team came 4th!
I used all the concepts that I’d learned from my linear algebra course and applied them to write my own ray-tracing rendering engine. It’s not optimal, in terms of performance, as my sole intention was to be able to see linear algebra in action, in the real world. And to learn more about MATLAB in the process, as I’d just been introduced to it that semester.