Wil Whaley: Proud owner of an Xcam.


08/17/03 Ambient shadow map example.

08/17/03 Ambient shadow map example.

08/17/03 Ambient shadow map example.

08/17/03 Ambient shadow map example.

08/17/03 Ambient shadow map example.

08/17/03 Subsurface first attempt.


Have a look at my demo reel shot sheet.

01/25/03 The project is dead. This little jewel took 7 hours to render. This is the image fidelity I associate with VHS.

01/23/03 Say hello to my little friend Variance. This was rendered using a plug in shader that I wrote for Maya that integrates my very own Monte Carlo techniques [cough] hack [/cough] to get what could be considered global illumination. It only took 37 minutes to render. FAST.


12/09/02 1

12/09/02 2


12/05/02 Photon mapping visualized again.

12/01/02 Photon mapping visualized.


12/14/02 This will cut glass.

12/10/02 This is more of a discount chain diamond than dimestore. One day It'll be Zales.

12/01/02 A dimestore diamond.


11/16/02 I think that I am through modeling this, except for maybe the bottome lip.

11/08/02 I tried to define the bone structure a little better and correct some other flaws.

11/06/02 I adjusted the bottom lip a little and worked on the eyes. Probably not worth an update.

11/04/02 My latest project. A work in progress. critiques welcomed.


10/30/02 Still workin'. The metal is a little better, I think.

10/30/02 Why render once, when you can render .... twice.

10/28/02 Workin' on some textures. Pretty crappy metal shader, eh?

10/28/02 Still more, no pun.

10/29/02 In honor of "Hacksaw" Jim Duggan.


11/26/02 I don't think fur is in the cards.

11/25/02 I hope this is better than the pitiful images below

10/13/02 Updated. 11/26/02 Looks like a sock full of marbles

10/06/02 Critique me, thanks. 11/26/02 I have a carrot for a nose.


11/19/02 A bad mesh is hard to recover from. :-(

A head that I just can't get right. Flesh is difficult to model.

The subject from above.


I have a few shaders at Highend3d

A blurred reflections hack for Maya.

Fast normal mapping for you gamers. w00t!


Here are some images from a raytracer that I am working on.

My version of soft shadows. This is verrrrrry slow.

I managed to get polygons working. The faces have to be planar, but the number of edges isn't limited. At least on the high end.

More polygons. No aesthetics were involved in this image, this was only a test.

Caustics. The sphere looks funny because the index of refraction is that of water, not glass. Don't ask why.


Tutorials

Transferring UVs to a bound subdivision surface


Ye olde Resume is offline. To many female fans tracking me down. Really.


Mail me?