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Maurizio Cerrato Home Page ·

Jump And Ghost is an arcade videogame running on the Play-ON platform arcade machines developed by me and Alessandro Ardolino. It is a 3D platform-like game where the player have to jump over a tons of evil ghost to reach the end of level.

I figure in this project as lead programmer and my task concerns  the entire software design process, game AI programmer, graphic preogrammer, audio programming , testing and deployement.

Jump And Ghost was written in c++ using the Ogre3d Rendering Engine and OpenAL sound library. I also developed some python script for blender to help level design.

Here you can find additional information about this project.

Jump And Ghost

PHXEngine is an unfinished independent 3D engine  project wich developement was stopped in august 2007.It was made in C++ using directX 9 API.

Engine feature include:

  • - 16 and 32 bit vertex index support
  • - custom made (*.t01)  mesh file format and scene file format
  • - support up to 3 uv layer per mesh.
  • - Per-pixel lighting with normal maps ans specular , Radiance Map and Ambient Occlusion map.
  • - instanced geometry support with different materials.

Engine is capable of viewing multiple/instanced mesh with its own material and material parameter. A material have a coror and/or specular and/or normalmaps. A Radiance Light Map and an Ambient occlusion map could be added and there were multilplied using another UV layer.

I’ve developed also a Blender exporter (in python) to translate a blender scene in the PHXEngine mesh format.

I’ve also developed a mesh viewver that use the engine feature and can load the exported mesh form blender and view it. So artist can view the graphical apperiance of the mesh directly in the engine and can tweak material parameter. click here to download it.

PHXEngine

This is an Aumented Reality demo made for the University Of Salerno. It grab and process webcam input in order to place correctly a 3D mesh in the real world acquired by the cam using tags. When the tag is on camera frustum, the software calculate (using computer-vision trcking algorithms) the right transform matrix to apply on the mesh. Processing is done entirely by the CPU ( no tracking hardware is used ) in C++ and visualisation using Ogre3D graphic engine.

Augmented Reality Demo

Murecine is a CG stereoscopic short movie of the Murecine archaeological site (near Pompei) that is no longer available for visitors. CG video include 3D reconstruction in both ruined and virtual reconstructed state. My task on this project concern the render layer setup pipeline (global illumination + ambient occlusion for the ruined sequences, color + screen space lightmap mixing for reconstructed sequencese), Indirect Illumination setup and optimization and render farm setup, configuration and managment (a rack of 24 Hp bl35p dual processore blade cluster using mental ray).

More information can be found here .

Murecine

FingaTool is a script for 3dStudio Max 8 made by me in 2005 that helps finger animation tasks with Character Studio. When user run this script a GUI appear ask the user to specify the finger bone and the controller name. Once done  a text shape that follows hand movement appear. When click on that shape a selection of wired parameter (represented with GUI slider) for each finger and the whole hand appear.  So user can animate finger ( with a reasonably degree of freedom ) in a more simple way. This script was used to animate some Avatars made in VrLab (University of Salerno) and its made in maxscript.

For more information on how the script works, see the video below:

FingaTool