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Hao Luo

United States,  College Station Texas A&M University,  Visualization,  December 31, 2015
I'm technical artist, rigger and character simulation TD.

I'm also a graduate student in the Department of Visualization at Texas A&M University, where I study computer graphics, programming, animation and art.

I’m currently finishing my M.S. in Visualization. I also have an academic responsibility for a Bachelor of Arts in Multimedia Network Communication Design from Beijing University of Technology.

My passions span across rendering, rigging, simulation and technical direction.

I'm interested in tool development and UI/ UX design as well.
  • Animation
  • Compositing
  • Design
  • Editing
  • FX/Simulations
  • Generalist (all)
  • Lighting
  • Modeling
  • Programming
  • Rigging
  • UI Design
  • 3ds Max
  • After Effects
  • Final Cut Pro
  • Houdini
  • Maya
  • Motion Builder
  • Nuke
  • Photoshop
  • Renderman
  • Zbrush
  • Student of the Year
  • 4326 Page Views
  • 6 Images
  • May 08, 2015
Interactive Art-Driectable Refraction & Caustics Rendering (Cuda, Optix, C/C++, OpenGL, Qt/ PyQt, Maya, Python, Oculus Rift SDK )
Ray Tracer: The ray tracer renders Arbitrary meshes (even with huge number of faces), plus recursive refraction ray tracing as well as ray traced shadow in real-time. The GUI provides basic control for refraction and lighting interactively. Path tracing, photon mapping and ambient occlusion are also implemented.
Maya Plug-in: Camera and geometry data can stream into the renderer in real-time from Maya. The whole scene parsing functionality is work in progress, upon finish, artists can keep using the 3D software that they are familiar with to create a complete scene and they will get the final rendered result instantly.
Refracted Lens: The art-directable refraction technique is applied onto the camera, which I called it “artistic controllable refracted lens”. An image is read in as the refracted lens control image, resulted in an illusory and unreal world like in someone’s dream. I am also integrating this feature with Oculus Rift, so people can create shots by simply moving their head or a physical special camera with gyroscope and accelerometer.
Cubist Effects: Cubist look world is created by simply loading in a cubist image has the look that I wish to have for my render result
(Responsible for everything)

Physically Based Modeling & Simulation (Processing, Java, G4P, ProScene)
Cloth: This simulator is based on the mass-spring system. Both Euler and RK4 numerical integration schemes were implemented. It supports particle-spring forces, wind force, and interactive collision response with arbitrary mesh. It also has support for sticky material. Dynamic/ static AABB tree structure is used for efficient cloth-mesh collision test. The simulator can run in real-time with a dense mesh loaded as a collider.
Rigid Body: This simulator can load multiple arbitrary meshes as rigid body. It supports interactive collision response with arbitrary mesh and rigid body themselves. Dynamic/ static AABB tree structure is used for efficient rigid body-rigid body and rigid body-mesh collision tests. The simulator can run in real-time with dense meshes loaded as rigid body and collider.
Black Hole: In this simulation, the particle emitter interactively emits helical particles. The gravitational force from the "black hole" is inverted, a vortex FX is created in the demo. There are much more possibilities in this simulator, with enough particles it can simulates galaxy.
(Responsible for everything)

Beep Boop (Maya, RenderMan, Python, Nuke, Houdini, After Effects, Photoshop, Audition)
Project: This 30-second animation was produced in 10 weeks in collaboration with Catherine Hervey, April (Ford) Cereijo, Jay Jackson, Janelle Arita, and Laura Murphy under the direction of CG professionals from Reel FX Studios. I was the rigging and lighting leads on the team.
Rig: The rig features dynamic antenna, shutter eyelids, stretchy IK/FK, dynamic parenting and breakable hierarchy. Responsible for the body rig. Cooperated with Laura Murphy on dynamic antenna and shutter eyelids rig.
Lighting: Responsible for creating lights rig and render paths in Maya as well as lighting template in Nuke. Shots were rendered with RenderMan and then composited in Nuke. The final lighting is accomplished using Nuke.

Feather Generating Tool (Python)
The tool allows the user to interactively assemble feathers rig for wing. The goal of the tool is to exempt the artist from the tedious rigging process and to create feathers and rigs with artistic appealing wing and fully functioning controls in a short time.
(Responsible for everything)

Composited Short: Bowlfish (Maya, After Effects, Final Cut Pro)
This composited short was produced in collaboration with Cong Wang and Meijie Lu under the direction of
Dr. Ergun Akleman. I was the director on the team.
Responsible for directing, rigging, animation, storyboard, layout, cinematography, editing, lighting, rendering and compositing.

People's Choice Awards

The CG Student Awards - People's Choice Award is open to all entrants. This prestigous category is voted by the general public, not the judging panel. It gives everyone a voice, and allows for an open discussion of all the amazing entries submitted to the Awards.

To vote, simply select the orange "Vote for entry" button above. You will be asked to add a score and a small comment. More information can be found on the Category and the Prize pages.

Voting has finished for the People's Choice Award. All scores and comments have been archived. Thanks for all your contributions.
Rebus Farm
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