PROJECTS
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RESEARCH
Stable Cosserat Rods
Jerry Hsu, Tongtong Wang, Kui Wu, Cem Yuksel
SIGGRAPH 2025 Technical Paper | Project Page
SIGGRAPH 2025 Technical Papers Trailer
Jerry Hsu, Tongtong Wang, Kui Wu, Cem Yuksel
SIGGRAPH 2025 Technical Paper | Project Page
SIGGRAPH 2025 Technical Papers Trailer
Offset Geometric Contact
Anka Chen, Jerry Hsu, Ziheng Liu, Miles Macklin, Yin Yang, Cem Yuksel
SIGGRAPH 2025 Technical Paper | Project Page
Anka Chen, Jerry Hsu, Ziheng Liu, Miles Macklin, Yin Yang, Cem Yuksel
SIGGRAPH 2025 Technical Paper | Project Page
Real-Time Physically Guided Hair Interpolation
Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu
SIGGRAPH 2024 Journal Technical Paper | Project Page
SIGGRAPH 2024 Technical Papers Trailer
Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu
SIGGRAPH 2024 Journal Technical Paper | Project Page
SIGGRAPH 2024 Technical Papers Trailer
Sag-Free Initialization for Strand-Based Hybrid Hair Simulation
Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu
SIGGRAPH 2023 Journal Technical Paper | Project Page
Technical Papers Awards: Best Paper Honorable Mentions
Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu
SIGGRAPH 2023 Journal Technical Paper | Project Page
Technical Papers Awards: Best Paper Honorable Mentions
A General Two-Stage Initialization for Sag-Free Deformable Simulations
Jerry Hsu, Nghia Truong, Cem Yuksel, Kui Wu
SIGGRAPH 2022 Journal Technical Paper | Project Page
Jerry Hsu, Nghia Truong, Cem Yuksel, Kui Wu
SIGGRAPH 2022 Journal Technical Paper | Project Page

Intelligent Adaptive Splitting for Vector Representations
2021-2023 Awaiting submission
A universal splitting metric for vector representations across both spatial and temporal domains. This allows for efficient meta-parameter discovery for discrete handles and keyframes.
2021-2023 Awaiting submission
A universal splitting metric for vector representations across both spatial and temporal domains. This allows for efficient meta-parameter discovery for discrete handles and keyframes.
HOBBY & UNDERGRAD
OpenVCB Circuit Design Game
Summer 2023 Hobby
Hobby project building a better version of the game Virtual Circuit Board from scratch to include a faster simulator and generally more features with less limitations. I wanted to design my own GPU and the original game was simply too slow.
Parts of the code can be found at github.com/kittybupu/openVCB. The Unity project itself remains unreleased. Please don’t sue me for copyright.
Summer 2023 Hobby
Hobby project building a better version of the game Virtual Circuit Board from scratch to include a faster simulator and generally more features with less limitations. I wanted to design my own GPU and the original game was simply too slow.
Parts of the code can be found at github.com/kittybupu/openVCB. The Unity project itself remains unreleased. Please don’t sue me for copyright.
Pixelite GI: Raytracing Pixel Art with RESTIR
Summer 2022 Hobby
I like pixel art. I like raytracing. I like raytraced pixel art. This was released as a Unity plugin which implements a hybrid RESTIR multi-bounce GI and raster graphics rendering pipeline using compute shaders.
The plugin can be found at pixelite.dev through the Unity Asset Store. Although, I unfortunately no longer have time to maintain it.
Summer 2022 Hobby
I like pixel art. I like raytracing. I like raytraced pixel art. This was released as a Unity plugin which implements a hybrid RESTIR multi-bounce GI and raster graphics rendering pipeline using compute shaders.
The plugin can be found at pixelite.dev through the Unity Asset Store. Although, I unfortunately no longer have time to maintain it.
2D SPH Fluid Simulation With Two-Way Coupled Rigidbodies
Purdue University 2019
A 2D SPH fluid simulation that leverages compute shaders in OpenGL to dramatically speed up frame times. The fluid particles are simulated with a spatial hashing algorithm synchronized with atomics. Integration was done with RK4. Solids are simulated as fluid particle clusters with particle impulses obtained through parallel reduction. Rendering is done through the use of a variable radius blur combined with a threshold function. On a RTX 2070 Super, the simulation can support up to half a million particles with ~5ms per time step (dt=8ms). The video on the left is playedback at realtime on my laptop with each scene containing ~100k particles.
Purdue University 2019
A 2D SPH fluid simulation that leverages compute shaders in OpenGL to dramatically speed up frame times. The fluid particles are simulated with a spatial hashing algorithm synchronized with atomics. Integration was done with RK4. Solids are simulated as fluid particle clusters with particle impulses obtained through parallel reduction. Rendering is done through the use of a variable radius blur combined with a threshold function. On a RTX 2070 Super, the simulation can support up to half a million particles with ~5ms per time step (dt=8ms). The video on the left is playedback at realtime on my laptop with each scene containing ~100k particles.
High Performance Large Protein Visualization in VR
Purdue University 2018
I worked under Prof. Gurav Chopra and the Envision Center visualizing protein molecules in VR. I started with a simple instanced renderer. From there I implemented billboarding to reduce the poly count; a compute-based atom culling algorithm to address fill rate bottlenecks, a fluid rendering inspired iso surface renderer to address Van Der waals shells, and octahedral imposters to address background rendering. I came up with the idea of running a linear regression on the atom positions to better align axis-aligned-bounding-boxes. I ended up with the ability to render 50k+ atoms complete with labels and bonds at the speed and fidelity VR applications require.
Purdue University 2018
I worked under Prof. Gurav Chopra and the Envision Center visualizing protein molecules in VR. I started with a simple instanced renderer. From there I implemented billboarding to reduce the poly count; a compute-based atom culling algorithm to address fill rate bottlenecks, a fluid rendering inspired iso surface renderer to address Van Der waals shells, and octahedral imposters to address background rendering. I came up with the idea of running a linear regression on the atom positions to better align axis-aligned-bounding-boxes. I ended up with the ability to render 50k+ atoms complete with labels and bonds at the speed and fidelity VR applications require.
GPU Eulerian Fluids with Coupled Sand
Purdue University 2018
A somewhat early stage clone of an old esoteric simulation game called The Powder Toy using compute shaders.
Purdue University 2018
A somewhat early stage clone of an old esoteric simulation game called The Powder Toy using compute shaders.
C++ ECS Game Engine
Monta Vista Highschool 2017
A 2D game engine written from scratch using OpenGL and GLFW. It has a build-in constraint based physics engine with a SPT broad phase. Similar to Unity, it was its own transform parenting system and an implementation of several GUI functions like: GUI event dispatches, anchored based UI scaling, instanced atlas text rendering and sliced sprite rendering.
Monta Vista Highschool 2017
A 2D game engine written from scratch using OpenGL and GLFW. It has a build-in constraint based physics engine with a SPT broad phase. Similar to Unity, it was its own transform parenting system and an implementation of several GUI functions like: GUI event dispatches, anchored based UI scaling, instanced atlas text rendering and sliced sprite rendering.
Iterative Rigidbody With Sequential Impulse Solvers
Monta Vista Highschool 2016
A 2D physics engine written from scratch in JAVA utilizing an iterative contact solver like those used in Bullet2D.
Monta Vista Highschool 2016
A 2D physics engine written from scratch in JAVA utilizing an iterative contact solver like those used in Bullet2D.