Wencong Yang(杨文聪)

Hi, there. I finally graduated from Intelligent and Multimedia Science Laboratory of Sun Yat-sen University. Luckily for me, I was advised by Prof. Chengying GAO during-the graduate study. At present, I work as a programmer in NetEase in Guangzhou. Enjoy computer graphics!


Tianhe Smart City(天河智慧城), Guangzhou, China


Sun Yat-sen University (SYSU)(中山大学)
School Of Computer Science And Engineering(计算机学院(软件学院))
Intelligent and Multimedia Science Laboratory(智能与多媒体科学实验室)


Wencong Yang, Chengying Gao, A completely parallel surface reconstruction method for particle-based fluids, Computer Graphics International (CGI 2020)

We propose a fast, simple and extremely accurate narrow-band method of fluid surface, which makes the surface reconstruction algorithm accurately process the valid fluid surface area. Meanwhile, the whole process of fluid surface reconstruction is completely parallelized, which greatly speeds up the efficiency of surface reconstruction.


In the summer of 2020 (7.13 ~ 9.18), I worked as an intern of Rendering Engine R & D Engineer of douyin department of Bytedance in Shenzhen.



An offline fluid simulation engine for computer graphics applications.

Features: Basic math and geometry operations and data structures; Jacobi, Gauss-Seidel, SOR, MG, CG, ICCG, and MGPCG linear system solvers; Spherical, SPH, Zhu & Bridson, and Anisotropic kernel for points-to-surface converter; Intel TBB multi-threading backends; SPH and PCISPH fluid simulators; Converters between signed distance function and triangular mesh; Stable fluids-based smoke simulator (Pure Euler fluid solver); Level set-based liquid simulator.


A soft renderer using C++ from scratch.

The original intention of building such a 3D rendering system from scratch without any help of graphics library is to get a thorough understanding of the three-dimensional rendering process. This project was totally refactored based on previous naive version I built 2 years ago.

Features: Perspective correct per vertex parameter interpolation; Back face culling; Z-buffering (reversed z);Sutherland Hodgeman homogeneous cliping; Accelerated edge function-based triangle rasterization;Texture mapping, nearest texture sampling, and bilinear texture sampling;Tiling and morton curve memory layout for accessing to texture;Phong/Blinn-Phong illumination;Mipmap texture mapping;Reinhard tone mapping;Multi sampling anti-aliasing (MSAA 4X, and MSAA 8X);Alpha blending, and alpha to coverage;Multi-thread parallelization using tbb as backend.


An offline renderer : path tracer. Just a personal toy for learning and playing.

Features: BVH tree for fast intersection detection; Intel TBB multi-threading for rendering acceleration; Monte Carlo method for important sampling; Lambertian, dielectric and metal material. Octree data structure for acceleration of intersection detection.


Physically based renderer using OpenGL library.

Features: High Dynamic Range; Bloom Effect for glowing; Cook-Torrance(BRDF lighting model) Physically Based Rendering pipeline; Screen Space Ambient Occlusion for dark details; Defered Shading for large amount of light sources; Image Based Lighting for enviroment map. Nowadays , physically based rendering is popular for its realistic and awesome visual effect.


Please feel free to let me know if you catch any error or typo in my blog. Academic discussions are welcome.

  • Github: yangwc
  • Wechat: ywc1579148717
  • E-mail: 1579148717@qq.com


Some pretty useful and interseting resources and links collected.


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