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ARTICLE PORTFOLIO

Presents the derivation, numerical implementation, and analysis of the equations of motion for a one-dimensional Gauss cannon. Both Newtonian and Lagrangian formulations are examined, and numerical integration is carried out using a fourth-order Runge--Kutta method.

Ray Traversal by Transforming Wide BVHs into OBB Trees using Discrete Rotations.

How to optimize existing pathfinding methods using Goal Bounding of the environment and Jump Point Search.

Examines the limitations of traditional PCG techniques and analyzes how to sustain long-term diversity by evolving content generators rather than optimizing toward a fixed objective.

Analysis of a Generative Model designed to simulate gameplay by predicting sequences of game states and player actions.

We analyze the strengths and limitations of traditional IK systems, highlight how physics-based learning addresses their shortcomings, and discuss the implications of DeepMimic's approach to motion imitation, generalization, and dynamic skill execution.

Deep Blue, first machine to defeat a reigning world chess champion, marked a turning point in the intersection of artificial intelligence and human cognition. 

PPSwarm, a hybrid algorithm that integrates Rapidly-Exploring Random Trees, Particle Swarm Optimization, and priority-based coordination, offers an approach that balances computational efficiency with reliable navigation in complex spaces.

Discusses various approaches to the simulation of motion blur and the benefits offered by Guertin's Motion algorithm.

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