Iso-surface volume renderer
This project is an research project I have been working on with Dr. Yong Cao, as well as undergraduate Robert Hagan. Our eventual goal is to implement an iso-surface volume renderer on the GPU using Nvidia's CUDA framework. Currently, we have a mostly functional volume renderer written in software, and are thinking about ways to get this stuff to the GPU. Images from the renderer will be up in the near future. When I first started this project, I showed a quick poster at an undergraduate research conference at Virginia Tech. Note that when the poster was shown, we were only a few weeks into the project, and had been focused on semi-transparent volume rendering. Here is the link.
Fluid simulator
I have been working on a Marker and Cell fluid simulator in my free time for a while now. Currently, I have a nice MAC Grid implemented using a hash-table, a sparse matrix class which will be used in the pressure-solve stage, and a GLUT UI for viewing what's going on. Right now I am looking through this paper, and learning about the Preconditioned Conjugate gradient method to do the pressure solve. Eventually I plan on using BLAS to do all this, but I want to learn how to do it myself as well. Count on some screen-shots in the near future. I am also using this book and this paper to help me implement this.
Java applet - Kruskal's algorithm for finding a minimum spanning tree
For extra credit for a class; I wrote an applet to help people understand Kruskal's algorithm for finding a minimum spanning tree. Eventually, I want to find time to improve this and submit it to the Virginia Tech Algorithm Visualization Project. Here is a link to the applet. Note that I wrote this program in 1 day (I needed the extra credit :) ) so the code is a bit disorganized.
Character animation application
I'm working on a program for character animation in my final project
in computer graphics class. I'm using Glut and Glui for the
interface. This one isn't done yet; but check back on November 25
2008....it's due then so it had better be up here and done by then.
I have a templated general tree class, and a full scene graph
written. The scene graph can also be written to, and read from,
disk. Right now I'm just working on implementing keyframe
functionality and procedural texturing.
CBQueue - Render manager
CBQueue is a render manager for After Effects, Maya, Combustion, and Digital Fusion. It has email notification capabilities, the ability to shutdown your computer automatically, and is very extensible. It can also be integrated into any scriptable computer graphics application. Click the above link for more info. Note that I wrote this my senior year of high school, and stopped working on it just before my freshman year of college. It works properly, but I wanted to move on and develop new things.

render settings script

This After Effects script enables you to select a comp and, with the touch of a button, set all layers to best quality, turn on motion blur, turn on visibility, set the comp shutter angle, and turn on frame blending. All of these options can be turned on/off in the script's UI. It also includes the option to affect nested comps. This script was designed for AE 6.5 and AE 7.0, if I was going to rewrite it for AE CS 3, I would put it in as a panel. Note that this script is pretty old, and I wrote it the summer after senior year of high-school.
spiral expressions
project 
This After Effects project contains an expression that can be used to generate spiral shaped motion paths. It's pretty basic. Click on the link above to view more information about it. Note that I wrote this back in high school.