Dan Garcia : CG Gallery

Digital Video | Renderman | Infini-D | Tcl/Tk | Fractals | 3D Geometry

Overview

This is a gallery of some of my Computer Graphic work in both Image and Animation form.

Digital Video

(SIGGRAPH97 CAF OPTICAL movie) "Corneal Astigmatism and Fluorescein Patterns : The OPTICAL Project at UC Berkeley"

(various formats) My OPTICAL Research project movie which was submitted to the SIGGRAPH '97 Computer Animation Festival.

(SIGGRAPH96 ET OPTICAL movie) "The OPTICAL Project at UC Berkeley: Computer Aided Cornea Modeling and Visualization"

(various formats) My OPTICAL Research project movie which appeared in the SIGGRAPH '96 Electronic Theatre.

(SIGGRAPH96 ET Paper movie) "Reconstructing Curved Surfaces From Specular Reflection Patterns Using Spline Surface Fitting of Normals"

(various formats) My OPTICAL Research project movie which was shown during the SIGGRAPH '96 Technical Program.

(Zooming into my house in Berkeley) "Zooming in to my House"

(400x255 3fps 20Mb mov) Zooming into my house from above the U.S. I used a script on my Mac to copy gifs from a WWW site and then patched them together into a Quicktime movie. Then I used Macromedia's Director to add some transitions and indicate where my house was, added a photo of my house, and credits (done using Pixar's Typestry).

Renderman (via programming in C and using Typestry)

(3-level Menger cube with filled plastic crosses) "Menger cube with crosses"

(1280x1280 195Kb jpg) A filled 3-level fractal wooden Menger cube filled with brightly colored plastic fractal crosses. Aaron Isaksen helped me with the design of this object.

(3-level Menger cube with filled plastic crosses movie) "Menger cube with crosses"

(256x256 10fps 4.7Mb mov) A recursive animation showing how we create a filled 3-level fractal wooden Menger cube filled with brightly colored plastic fractal crosses. Aaron Isaksen helped me with the design of this object, and Thomas Jordan modified the static file above according to my directions to produce the animation. Loop it forwards/backwards for best effect.

(Cool Dan Garcia Typestry movie) "Dan Garcia sliding logo"

(320x240 10fps 3Mb mov) Created using Pixar's Typestry and rendered using their internal Renderman, this shows the words "Dan" and "Garcia" crash into each other and then slide toward the viewer while a CSG "Cool" flies overhead.

Specular Infini-D

(Raytraced anniversary picture of Tao Ye and Dan Garcia) "Happy 2.5 Anniversary, Tao"

(1280x1024 295Kb jpg) Hallway of photos of Tao and me in our two and a half years together.

(Raytraced picture of Tao Ye and Dan Garcia) "Just you and me, babe"

(1152x870 125Kb jpg) Image of Dan Garcia and Tao Ye mapped onto a cube and set in a romantic scene. Backlit to give the illusion of three dimensions.

(Raytraced picture of spinning mirrored spheres) "You're bustin' my (mirrored) balls over here"

(1152x870 200Kb jpg) Image of ray tracing of mirrored balls. 10 ray bounces.

(Raytraced movie of spinning mirrored spheres) "You're bustin' my (mirrored) balls over here"

(320x240 10fps 2.5Mb mov) Movie of ray tracing of mirrored balls spinning around. 10 ray bounces. Loop it for best effect.

(Raytraced movie of walking figure) "Ray Traced Strut"

(320x240 10fps 8Mb mov) Movie of ray tracing of mirrored bowling-pin-shaped figure strutting. Loop it for best effect.

(My intertwined initials, DDG) "DDG"

(100x100 10fps 240Kb mov) My initials, DDG, intertwined and revolving. Loop it for best effect.

(3D movie about Gamesman) "GAMESMAN, the movie"

(320x240 10fps 34Mb mov) Movie I made with the help of 5 of my students (Iggy Shvartzman, Helen Gee, Stephanie Lie, Jeff Shneidman & Neha Wickramasekaran) for my ILP '95 talk about GAMESMAN, a Finite, 2-Person, Perfect Information Game Generator program I wrote. The students did the sound and the board animations (under my direction) and I put them all together to show what it would be like to play these games using Gamesman.

Tcl/Tk Walk Animations

(Articulated walker movie) "SPAM Cleese walk intro"

(135x132 3fps 74Kb mov) I wrote a program called SPAM: Spline-Parameterized Adjustible Motion in Tcl/Tk to specify gaits for articulated figures. This animation is not loopable, but shows the colors you would see when interacting with the system.

(Default Scrolling Articulated walker movie) "SPAM Default walk"

(141x141 30fps 250Kb mov) This is the walking motion that gets loaded when you first run SPAM. Loop it for best effect.

(Cleese Scrolling Articulated walker movie) "SPAM Cleese walk"

(141x141 30fps 250Kb mov) This SPAM walker reminds me of John Cleese's Silly Walks man. Loop it for best effect.

(Richard Scrolling Articulated walker movie) "SPAM Richard walk"

(141x141 30fps 250Kb mov) This SPAM walker looks like he's walking in mud. Loop it for best effect.

(BackBreaker Scrolling Articulated walker movie) "SPAM BackBreaker walk"

(141x141 30fps 250Kb mov) This SPAM walker may very well be physically impossible! Loop it for best effect.

Fractal Animation using my 2D scheme Graphics Library

(Animation of Sierpinski Square Fractal) "Sierpinski Square Fractal"

(400x400 10fps 310Kb mov) I wrote some graphics libraries to allow me to animate some of the fun fractals I use in my CS3 -- Introduction to Symbolic Programming course. This fractal is created by taking each recursive level, copying it five times, and moving and shriking them into the corners and center. It was animated smoothly from level 0 to 5. Source Code: sierpinski-square-anim.scm.

(Animation of Sierpinski Square Fractal -- Alternate) "Sierpinski Square Fractal (Alternate)"

(400x400 10fps 264Kb mov) This fractal is similar to the one above, but treats the fractal as a continuous line forming a square initially, and successively taking every straight line and pushing the middle third inward. It was animated from level 0 to 5. The idea originated from Johnathon Jamison. Source Code: sierpinski-square-alt-anim.scm.

(Animation of the C-Curve Fractal) "C-Curve Fractal"

(400x400 10fps 675Kb mov) This fractal is created by taking (on successive recursive levels) every straight line and outwardly breaking it in half to create a right angle. It was animated from level 0 to 13. Source Code: ccurve-dragon-anim.scm.

(Animation of the Dragon Fractal) "Dragon Fractal"

(400x400 10fps 675Kb mov) This fractal is the same as the C-Curve above, but instead of breaking each straight line outward, we turn the right half inward. It was animated from level 0 to level 13. Source code is the same as the C-Curve above.

Rotater Examples using my 3D scheme Graphics Library

(Cubies Rotater file) "Cubies"

(8Kb rotater) I wrote some 3D graphics libraries to allow me to generate some fun 3D geometry to view in Rotater, a simple line-and-point 3D viewer. This object is composed of 8 cubes which recursively rotate a little and get smaller and smaller. The source code for this and the other four examples: rotater-examples.scm

(Circlies Rotater file) "Circlies"

(900Kb rotater) This object is composed of 8 circle-cubes (faces of the cube are circles instead of squares) which recursively rotate a little and get smaller and smaller. It's basically the same as cubies above except this has circles for the faces.

(LayeredCCurve Rotater file) "Layered C-Curve"

(14Kb rotater) This is a 3D representation of the first seven recursion levels of the C-Curve fractal (represented as flat layers with a constant offset between them).

(LayeredDragon Rotater file) "Layered Dragon"

(14Kb rotater) This is a 3D representation of the first seven recursion levels of the Dragon fractal (represented as flat layers with a constant offset between them.)


WWW Maven: Dan Garcia (ddgarcia@cs.berkeley.edu) Send me feedback