Liam Byrne
B.Sc. Computer Science & Business @ TCD
M.Sc. Computer Science (Augmented and Virtual Reality) @ TCD
![Profile image](/images/profile.jpg)
About
Hello! π I'm a tech enthusiast with a special focus on Computer Graphics and Extended Reality. I graduated with a Master's degree in Computer Science, specializing in Augmented and Virtual Reality, from Trinity College Dublin. My dissertation focused on "Redesigning the 2D Paradigm of Computer Work for Head Mounted Displays." When I'm not coding, you'll find me watching movies, hanging out with friends or in the gym ποΈ.
Technologies
![Pure Ref](/images/pure-ref.png)
![Substance Designer](/images/substance-3d-painter.png)
![Photoshop](/images/photoshop.png)
![Babylon](/images/Babylon.png)
![Zbrush](/images/zbrushf.png)
Experience
Education
Volunteer Work
- π₯ Fundraising for Temple Street Childrenβs Hospital.
- 𧩠Fundraising for Down Syndrome Ireland.
- β½οΈ Fundraising for Cabinteely Football Club.
- πββοΈ Participated in βRun in the Darkβ.
- π£ββοΈ Coaching Junior Cycle Students in Rowing.
Interests
- π» Programming.
- ποΈββοΈ Gym.
- β½οΈ Soccer.
- π€ Charity Work.
- πββοΈ Surfing.
- π· Analog Photography.
Recent Projects
![Procedural Bridge](images/Bridge.png)
Procedural Bridge
A procedural bridge that I made in Houdini following a tutorial by Simon Houdini. I then converted it into a HDA and exposed important parameters.
Unreal Engine Houdini![Liams Animated Metahuman](images/metahuman.png)
Liam's Animated Metahuman
A metahuman that I made to look as similar to me as possible. I then rendered this cinematic sequence of him talking in Unreal Engine 5.2.
Unreal Engine Avatar![Dynamic Z-Up Rock Material](images/zupRock.png)
Dynamic Z-Up Rock Material
An advanced material that utilises Z-Up projection to apply moss to the top of the mesh, regardless of rotation and has multiple levels of normal detail.
Unreal Engine Material![Water](images/WaterCover.png)
Dynamic Water Material
Featuring dynamic controls for appearance, including surface ripples, wave speed/direction, specular settings, scattering, absorption, and dynamic effects like displacement and foam generation.
Unreal Engine Material![Rural Path](images/ruralPath.png)
Procedural Rural Path Tool for UE5
A procedural content generation graph that spawns a rocky path following a spline through a volume of mossy terrain.
Unreal Engine Quixel BP![Parallax Mapping](images/2.png)
Parallax Mapping Shaders
A texture mapping technique used to create the illusion of depth in flat textures programmed with OpenGL and GLSL
OpenGL GLSL C++![Transparent, Reflective and Toon Shaders](https://cdnb.artstation.com/p/assets/covers/images/069/086/135/smaller_square/liam-byrne-liam-byrne-screenshot-2023-11-07-000504.jpg?1699315576)
Transparent, Reflective and Toon Shaders
Classic Shaders on Utah Teapots. Programmed in C++, using OpenGL and GLSL.
GLSL OpenGL C++![Gaussian Splat From Drone Footage](https://cdna.artstation.com/p/assets/images/images/069/577/096/smaller_square/liam-byrne-dalkey-island-gaussian-splat.jpg?1700493536)
Gaussian Splat From Drone Footage
An experiment on using Gaussian splatting to capture large areas for use in 3D projects.
Gaussian Splat Unreal Engine![Voice Mood Logging for Nest Hub with Google Assistant](https://raw.githubusercontent.com/liamby/Voice-Mood-Logging-for-Nest-Hub-with-Google-Assistant/main/images/FinalYearProjectPresentation_page-0001.jpg)
Voice Mood Logging for Nest Hub with Google Assistant
My Final Year Project which aims to leverage voice user interface technology to improve mental health reporting.
Google Assistant Avatar
π§Email: ByrneL45@tcd.ie