Satellite Image Classification

Wrote an algorithm that can detect water bodies, forest covers, urban areas, agricultural fields, etc. in satellite images.

Images below show the images before and after processing.

By employing Support Vector machines and OpenCV, land masses in satellite images were classified. With minimal ground truth (training data), we were able to achieve classification accuracies of 95% to 98%. The satellite images used were of Landsat 7 ETM+, where 6 bands out of the available 8 used and the other set of images are LISS-3 where all 4 bands used for classification training.
Tools Used : C++, OpenCV, Visual Studio

Git Repo :

https://github.com/anoopnihar/StatisticalMethodDriven/blob/master/main.cpp

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Walk Cycle Animation

I have experience with a run cycle. There were so many little details that you see about simple things in life when you have to recreate it from scratch. Things that you never noticed before. Like, the way the toes bend when the foot moves back and then how it flips forward just before the foot comes down. The amount of air time and then the way the arms swing. (FK versus IK)

So when I got to the walk cycle, all that went out the door. A walk cycle has many more subtleties. It was really interesting to see the there is almost no air time, the feet move with a more relaxed wing and the arms don’t move as much.

Monster Rigged and Skinned

it’s funny how skinned here means to apply mesh as a skin to the underlying bones. In the real world skinned means to remove the skin of the flesh. Brutal.

So i got to play with zoo tools again and rig another character. This time I wanted to see how it would handle a hideous monster and I have to say that it did quite well. My range of motions look good and the skinning is good. Everything seems to move exactly as it should. I am definitely getting faster too.

Now to animate this guy for my game in Unity. It is so tempting to make some parody animations for pop culture songs. I’m thinking pussycat dolls. Haha.

A New Monster

Blind trust received a lot of love at EAE day. People were intrigued, they were drawn in by the art and stayed for the gameplay. It tested through the roof.

Naturally, we wanted to make it better. It was to be published on steam. Hell it had to be better.

So we set out on a outline of tasks, we were gonna remodel the characters in the game to reinforce the low poly art style. Nothing was smoothed. With hard edges to faceted look, the art team was going to make the characters look like they belonged to their surroundings.

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BIG GUNS

I’m very glad to be a technical artist on Blind Trust. I have gotten he opportunity to create some wonderful assets. However, blind trust is a low poly art style game. I needed to test my mettle in something more. Sure, I created a realistic female android robot and a cartoon rabbit. But these were part of a learning process. They were good, but not mind blowing.

I needed mind blowing. So I took to pinterest. I needed a challenge(and a reference image). I found so many different things from characters to environments until i settled on guns. It was an amazing experience to model, layout the proper UVs and then texture a gun that was the instant star of my portfolio.

So I started off by modelling the gun in Maya. Next, I used Headus UV layout tool to layout the UVs in the most optimum way. I had to consider a variety of factors like distortion and texture seams. It worked out really well at the end. Then I had the pleasure of working with Quixel. My god, what a tool! It made the process quick, fun and the end result was simply amazing.

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