diff --git a/app/portfolio/project-blame/page.tsx b/app/portfolio/project-blame/page.tsx
new file mode 100644
index 0000000..f655376
--- /dev/null
+++ b/app/portfolio/project-blame/page.tsx
@@ -0,0 +1,15 @@
+import Blame from '@/components/portfolio-components/project-blame';
+import { ST } from 'next/dist/shared/lib/utils';
+
+export const metadata = {
+ title: 'Project Blame | Dineth Meegoda',
+ description: 'Procedurally Built Sci-Fi Scene.',
+};
+
+export default function Projects() {
+ return (
+
- I'm a junior at the
+ I'm a senior at the
{' '}
University of Pennsylvania{' '}
@@ -39,7 +39,7 @@ const HeroSection = () => {
, a selective interdisplinary program between Computer Science and
Fine Arts. I'm also a teaching assistant for Penn's
- Interactive Computer Graphics Class and currently the Events Chair
+ Procedural Computer Graphics Class and currently the Vice President
of Penn's{' '}
ACM SIGGRAPH
@@ -54,7 +54,7 @@ const HeroSection = () => {
{/*Div that contains buttons*/}
+ {' '}
+ A procedurally built Sci-Fi scene based on the manga anthology BLAME.
+
+ {' '}
+ I worked on this with{' '}
+
+
+ Thomas Shaw
+
+ {' '}
+ and{' '}
+
+
+ Rain Yan
+
+
+ . I contributed procedural materials within Substance Designer and
+ integrated them within Blender along with project ideation.
+
+ Still working on the breakdown but here's a overview video and a{' '}
+
+
+ Github README
+
+
+ .
+
+ Brief Video Overview of the project
+
+ {' '}
+ An Interactive Unity Scene created solely by me to explore real-time
+ stylized shading techniques. I used HLSL, Substance Designer, Maya,
+ and ZBrush to create the final look.
+
+ Still working on the breakdown but, here's a{' '}
+
+
+ Github README
+
+
+ .
+
+ {' '}
+ A lagrangian fluid simulation engine that works interactively in
+ realtime. It's made with C++ and OpenGL with parallelizable algorithms
+ to allow for optimization with compute shaders.
+
+ {' '}
+ Everything was solely developed by me. However, I had a lot of
+ algorithmic inspiration from Sebastian Lague's{' '}
+
+
+ video
+
+
+ . His video goes over the process within Unity and C#, so I wanted to
+ achieve a similar effect within my own engine in C++ and GLSL.
+
+ Still working on the breakdown but here's a overview video (from
+ 2:44) and a{' '}
+
+
+ Github Repo
+
+
+ .
+
+ Brief Video Overview of the project
+
+ {' '}
+ A Web Based Asset Database Application for 3D Artists. It's built
+ around the OpenUSD (Open Universal Scene Description) framework and
+ leverages asset opinions, layers, and inherits.
+
+ Still working on the breakdown but, here's a{' '}
+
+
+ Github Repo
+
+
+ .
+
+ I worked on this project alongside my classmates in a Production
+ Pipelines course and you can view all contributors and contributions
+ in the Github Repository. I contributed the backend code and search
+ functions in Python as well as some of the front end in
+ React/TypeScript.
+
+ {' '}
+ A Houdini tool that transforms any mesh into Lego's! Allows for brick
+ customization such as slope threshold, plate coverage, and brick
+ resolution.
+
+ Still working on the breakdown but, here's a{' '}
+
+
+ Github Repo
+
+
+ .
+
+ {' '}
+ A tool for Maya that instances a supplied character, obstacles, and
+ inflow(s)/outflow(s) to create a crowd simulation. The simulation
+ remains interactive and allows for manipulation of the obstacles and
+ parameters to trigger a recompute. In addition to the plugin, there is
+ an interactive OpenGL engine that allows the crowds to be interacted
+ with.
+
+ {' '}
+ I worked on this with{' '}
+
+
+ Thomas Shaw
+
+ {' '}
+ taking inspiration from this paper by{' '}
+
+
+ NVIDIA
+
+
+ . I contributed mainly to the Engine Obstacle & Scene setup,
+ visibility graph calculation, Maya Tool interface in PyQt, and Some
+ Maya Plugin Setup & integration.
+
+ Still working on the breakdown but here's a overview video and a{' '}
+
+
+ Github Repo
+
+
+ .
+
+ Brief Video Overview of the project
+
+ {' '}
+ A VR Game prototype which enables the player to swing around with
+ dual-wield grapple guns! It's a physics based game developed with
+ OpenXR and Unity and I'm excited to develop it further.
+
+ Still working on the breakdown but, here's a{' '}
+
+
+ Github Repo
+
+
+ .
+