|
|
Vishal Srivastava -
Portfolio
|
| Some
background... |
|
In
September 2003, I started a Masters program in computer
science at Stanford University.
I’m specializing in Artificial Intelligence, with interests in Graphics
and Robotics. So far, I’ve had courses here in Artificial
Intelligence, Motion Planning, Robotics, Experimental Haptics,
Computer Graphics, Algorithms, Biomedical Informatics, Computer
Networks, and Internet Technologies. I’ll finish the program in
June 2005. |
 |
In
the summer of 2004, I worked as a research intern at Honda
Research Institute in Mountain View, CA. There, I had the chance to
design and develop a "dynamics engine" for ASIMO,
Honda’s amazing walking, talking, and stair-climbing humanoid
robot. I employed principles of kinematics and dynamics to
simulate ASIMO’s movements in various environments, mainly using
Featherstone's algorithm for articulated bodies. Within the
dynamics engine, I implemented a constraint system which, in
real-time, determines and applies control torques to maintain a
desired joint-space trajectory. |
 |
Prior
to graduate school, I worked for a year and a half at High
Voltage Software, a video game development firm in Hoffman Estates, IL
(about 30 minutes outside Chicago). I
worked as a software engineer on Hunter:
The Reckoning – Wayward, a third-person, multiplayer,
action title for the Playstation 2 (best described as Gauntlet
meets Resident Evil).
During my time there, I was a member of the five-programmer core team for
the full development cycle, so it’s very fulfilling to see that
people play the game and enjoy it. Here
are some links to reviews from Game
Over Online Magazine, Tech
TV, and IGN.com. |
 |
Before
High Voltage and Stanford, I studied at the University
of Michigan, where I received a full scholarship to attend their Honors
Program. I finished with a Bachelor’s degree in computer
science in May 2002. See my résumé
for details about coursework, awards, etc. |
 |
While
at Michigan, I had an internship at Microsoft
Corporation in the summer of 2000, working primarily on the Web Forms
features of Visual Basic .NET. |
|
|
For more information, here's my résumé
in Word format. (Updated 4/23/2007)
If you’re interested in contacting me, I can be
reached at: corduroy@cs.stanford.edu.
|
|
Recent Projects... |
|

|
Created by: Vishal Srivastava and Jeremy
Robin.
Finalist in Stanford's CS248 2004 Video
Game Competition!!
Spectrum:
Primary Assault is a 3D, third-person, action-adventure,
flight/combat experience.
It employs several advanced
features, including extraordinary, real-time hydrodynamics (water
physics) that are not only visually compelling, but are also an
integral part of the gameplay. Spectrum also
features dynamic terrain generation, fluid pressure mechanics,
realistic rope physics, enemy flocking AI, several kinds of
collision detection, and many other concepts.

Click here
for the complete web page.
|
|
|
Eschewal & Pursuance
Eschewal & Pursuance (originally “Hide
& Seek”, until we settled on a more pretentious title) is an
exploration of motion planning AI strategies.
In the simulation, there are two agents, a Hider and a Seeker, in a
competitive environment. This was a
quarter-long project I did with Mohammad Irfan Rafiq for Prof. Jean-Claude
Latombe’s Motion Planning course (cs326a) in Winter 2004.
It’s my first (hopefully not my last) A+ at Stanford.
Download
coming soon.
|
|
Adventure
Golf
This is a 3D, hybrid action-adventure/mini-golf
game. It's a rather massive undertaking, and it's shaping up to
be the best game I've made.

Click here.
|
|
Sonic
Boom
HISTORY
Sonic Boom began as an experiment in interactive music through video
games. The idea was to create a
flight simulation game where the player can experience dynamically changing
music. As the player interacts with
the environment, the music's textures and tones react to the player's motions,
location, orientation, and proximity to various objects.
(NOTE: The music has been
disabled in this demo due to space constraints)
The other primary goal of Sonic Boom was to create a semi-realistic
hang-gliding experience in an abstract, surrealistic environment.
If you will notice, the hang-glider simulates various physical
properties of flight (drag, buoyancy, gravity, inertia, simple harmonic motion
with dampening, etc.) with considerable attention to detail.
The various constants and coefficients used in the game were tweaked
until the game became a fluid, playable gaming experience.
Credits:
Music programming: Joe
Klecha
Music composer: Chris
Peck
Physics, Graphics, Gameplay programming:
Vishal Srivastava
TO RUN
- Make sure you're in 16-bit color mode for optimal speed
- Warning: May run slowly on
older machines (Must be experienced on a fast machine with an OpenGL-friendly
graphics card to be fun!).
CONTROLS
- Use the mouse to move the glider left, right, up and down (The game is
sensitive to the swiftness of the mouse’s motions)
- Hold down the left mouse button to accelerate
- Hold down the right mouse button to decelerate
Click here to download.
|
|

2/26/2004 - UPDATE:
Unfortunately, the web sources used by this application have been taken
down, so the application will not be able to retrieve any data until new web
sources are found and implemented. Sorry
for the inconvenience. Please see
the project description and screenshots for
more details about the project.
SMART
Audio Supervision System is a Winamp plug-in application that serves as an
all-purpose listening companion for Winamp users...
- Scrolling lyrics, artist image,
artist biography, and more... retrieved dynamically from Internet
sources while you listen!
- Have Winamp learn your listening preferences and use
sophisticated AI techniques to choose appropriate songs to play!
- Have Winamp suggest new songs you might like and
display links to their mp3s on popular file-sharing systems!
Click here.
|
|
PROBULON
This is a space combat game I made for Prof. Laird's Computer Game Design
& Development course (EECS 494).
The mechanics of the game are entirely two-dimensional, as required in the
project specs, but the graphics are fully 3D.
Click here.
|
|
Vector Minigolf
A 3D-ish miniature golf game,
This was an independent project I did my Junior
year in high school. During a physics class I was taking at the time, I was
inspired to recreate some of the principles of kinematics and dynamics learned
in class. It soon grew to be the following miniature golf game.
Click here.
|
|