David Hrusa

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MS in Computer Graphics

Thesis [2021]: Botanical Tree Perceived Realism Metric

Purdue Polytechnic Institute: High Performance Computer Graphics Laboratory

Flexibility

  • Experienced to think outside of the box
  • Multi-disciplinary coder, illustrator, modeler
  • Adapts to new languages, frameworks, tech

Team Player

  • Inspires peers to perservere
  • Coordinated with dozens of teams
  • Won't let anyone struggle
  • Supports others with tailored tools

Mentorship

  • Encourages curiosity and exploration
  • Shares generalizable skills with peers
  • 8+ Years of private & university teaching

  Creating tools and systems to let artists express themselves  

Current WIP Projects

  • Rigged Sprite Animation
  • Post Process Shading
  • Unity: Universal Render Pipeline
  • 2D normal mapping

(2021) My two current projects are small games centered around combining 2D sprite elements with a 3D world, experimenting with hand painted textures and implementing postprocess effets which blend the two nicely together.

Hex Harvest

  • Hexagonal coordinate system
  • Snapping to nearest cell
  • Modular tile meshes
  • Path solving
  • Editor inspectors

(2021) An AR tile-based board game about harvesting resources and processing them through structures via rail connections.

H.E.A.R. Ripple Shader

  • Blueprint & Shader Data Exchange
  • Tools for non-programmers
  • Customizable Parameters
  • In-Editor Shader Preview

(2021) Shader can be extended by non-programmer level designers to use different textures. Ripple blueprints are integrated with the game's sound playback and collision system.

ICTree

  • SIGGRAPH ASIA 2021
  • GUI modeling application development
  • Geometry shaders

(2021) Currently confidential

Silhouette Line Shader

  • Multipas render
  • Variable line thickness
  • Line tesselation
  • Context sensitive rendering

(2020) Extracts outlines from a polygonal mesh and renders them in a separate line pass. Enables modifying outline shape with geometry shader and advanced transformation, tesselation and texturing. While processing one vertex, information about connected neighbors is available.

Youmu Engine

  • Modular XML Design
  • Smooth UI Interactions

(2017) Personal project. Allows users to create interactive XML character definitions from layered 2D images. Placed 1st at the 2017 CTU DCGI UI design contest.

Rika Engine

  • Object pooling
  • Movement driver system
  • Consistent Gemeplay Simulation
  • Multimedia embeding into level files
  • Level scenario representation
  • Ported to C++

(2016-2019) Object driven bullet hell game engine with cutscene and scripting editor. The focus is on batching many individual quads and maintaining reliable gameplay simulation for competitive play experience.

Celery Bog Map

  • Geolocation
  • 3D Virtual Map
  • Path Planning
  • Non-programmer Aministration

(2018) An interactive browser map for both phones and desktop with GPS navigation and pathfinding. Soon to go live under the Lilly Nature Center. Administrators have a full GUI web access to modify any paths or points of interest in the system. Mix of PHP, Javascript and AFrame.

Tower of Ions

  • Parkour puzzle platformer
  • NPC companion
  • Contextual environment interaction
  • Semi-open world

(2018) A game about ascending a tower filled with puzzles and enemies. The player can conjure spheres which alter physics and dispatch an companion robot which freezes turrets and decodes messages hidden throughout the environment.

Toycar Racers

  • Custom JavaScript physics engine
  • Secondary motion upon acceleration and collision
  • Browser-based WebGL
  • Modular addition of new cars

(2017) Multiplayer 3D browser racing game. Complex suspension simulation which reacts to turning, acceleration and collision.

Interactive Erosion

  • GPU computation
  • Multi-material Simulation
  • Real Time Interaction

(2018) Thesis project involving real time terrain simulation with interactive erosion computed using CUDA.