Wenyou Wang(王文优)

personal email: wenyouwang@outlook.com
github: https://github.com/wwy1515




I've graduated from the University of Utah. I felt so luckly for having worked with Professor Cem Yuksel. I am now interested in reproducing natural phenomena in a physically-based way. More specifically, I'm now focusing on physically-based rendering.
In my spare time, I enjoy working out, playing console games(my favorite: Star Wars Battlefront II), reading, post rock music.
Last update: 2021/10/1

Education


MS in Computing, Graphics Track, Aug.2019 ~ Apr.2021(expected), University of Utah, Overall GPA 4.00/4.00

B.Sc., Computer Science, Sep.2015 ~ June.2019, Zhejiang University of Technology, Overall GPA 84.6/100


Research


Realtime/Offline Globol Illumination (VPL, RichVPL, ReSTIR), Aug.2020 ~ present, Advisor: Cem Yuksel


project


Volumetric Path tracer(I am actively rewriting all the code recently to implement a versatile off-line renderer.)

This is my final project for CS6620(Ray Tracing - Graphics) .

There are some artifacts in the ceiling acutally caused by volumetric path tracing. I didn't have enough time handling this bug then, since I only had one weekend to extend my path tracer into a volumetric path tracer. I remember Prof. Yoksel wished us to spend more time on the scene building instead of advanced features, but I ingored the warning since rendering volumes was really funny (¬‿¬) . My references include Pbrt-v3 and Production Volume Rendering.






PCI-SPH simuator with particle fluid rendering in screen space

    This is my final project for both CS6610(Interactive Comp Graph) and CS6660(Physics-based Animation). The particle fluid renderer is for CS6610 and the SPH fluid simulator is for CS6660.








2D Flip simulator

    This is a very basic flip simulator for the purpose of learning and having fun.


Code on Github 2D-Flip-simulator.
Actually, there are a lot of work could be done to make this simulator better. Limited by time, I would like to put off these plans.
To do list:
1.Extend the simulator to 3D.
2.Add levelset methods so that simulating smoke will be supported. Add a MacCormack method solver for advecting smoke. Implement a kind of reinitialization solver for levelset.
3.Add vorticity confinement or other post-processing techniques.
4.Coupling dynamic rigid bodies.
5.Add openVDB support.





2D rigid body engine


A simple 2D rigid body simulator written just for fun based on the sequential impulse method.

simple physics engine