Los Angeles, California
Simulations: FLIP+MGPCG, Rendering: Houdini
Using quads instead of linear elements in the FEM formulation opens up some interesting opportunities. This is a video of the baseline project.
Some notes on the math of using quads.
Test render of our lab's latest elasticity simulation method
Simulation done using own tetrahedral FEM algorithm. The algorithm is able to recover elements from fully collapsed - or even inverted - states.
Sample rendering from my flow simulation code. GPU computation was done in Shader Model 3! (Yep, good old pre-CUDA times!)
G. Klár: Speculative Atomics: Case-study of the GPU Optimization of the Material Point Method for Graphics. GPU Technology Conference talk, San Jose, 2014 (accepted)
Z. Szűgyi, G. Klár: Generating Member Functions and Operators by Tagged Fields in a C++. In Proc. of the Eleventh International Conference on Informatics, 2011, pp 96-99.
T. Umenhoffer, L. Szécsi, M. Magdics, G. Klár, and L. Szirmay-Kalos: Non-Photorealistic Rendering for Motion Picture Production. Article in Novática magazine of Asociación de Técnicos de Informática, Spain, 2010.
G. Klár, G. Valasek: Employing Pythagorean hodograph curves for artistic patterns. In Conference of PhD Students in Computer Science, Hungary, 2010.
G. Klár, G. Valasek: A design element creator for smoothly curving patterns. Poster in Computational Aesthetics in Graphics, Visualization, and Imaging 2010, London, 2010. (poster)
G. Klár, V. Vad: Highly Parallel Toolbox of Level Set Methods. In 8th International Conference on Applied Informatics, Hungary, 2010.
M. Magdics, G. Klár: Rule-based Geometry Synthesis in Real-time. In GPU Pro: Advanced Rendering Techniques, ed. by Wolfgang Engel, 2010
G. Klár: Flow Simulation using Obstacle Dependent Grids. In 12th Central European Seminar on Computer Graphics, ed. by M. Wimmer and J. Hladuvka and M. Lipp, Vienna, 2008, pp 91-97.
G. Klár, Level of Detail Flow Simulation. In Eurographics 2008 - Short Papers, ed. by K. Mania and E. Reinhard, Crete, 2008, pp 127-130.
G. Klár, Flow Simulation on Hierarchical Grids. In 4th Hungarian Conference on Computer Graphics and Geometry, Budapest, 2007, pp 48-52.
Taught and organized Computer Graphics lectures for BSc (150 students/semester) and MSc (20 students/semester) students. Leture slides: http://cg.elte.hu/courses/cg/ (in Hungarian) 2010-2011
Held labs for DirectX, OpenGL, Advanced realtime CG for 6 semesters (20-40 students/semester/lab) 2008-2011
Intern at TCS Innovation Labs
Evaluated and did research on 3D stereo sound for virtual office applications. Created proof-of-concept prototypes in Python, evaluated existing libraries, and integrated results into Mumble, an open-source voice chat software using C++ and Qt. 2008
Developed an educational game for the iPhone. Main language of project was Objective C, while Python was used for tools. Created custom converter tools for the large dataset used to create game content. Product homepage 2010
Implemented a small-scale fleet management software for local bus company using C# and XML. 2005
Created a three game bundle named “Ciklogys Pack” using C++ and MFC. 2004