Lei Wu’s Tech Art Portfolio

I am a versatile Technical Artist with a parametric architect background, enabling me to craft immersive spaces with an engineering mindset on technical details.

With solid expertise in procedural generation, i am passionate about developing tools and optimizing pipelines for seamless engine integration.

I also bring rich experience in creating technical documentation with clear visuals and well-structured content to support in-house tools and pass knowledge across departments.

Oil Painting Shader

This shader transforms images into paintings through a multi-scale stroke system. It works by analyzing image gradients to place brush strokes that follow natural contours, building from large background strokes to fine details. The grid-based architecture efficiently organizes stroke placement while random offsets prevent mechanical patterns.

Each stroke responds to local image features with parameters controlling size, bend, and texture. The brush rendering combines shape functions with noise patterns to simulate bristle effects, with stroke opacity varying based on position.

It has a layered application process. Each layer works at progressively finer scales, with early layers handling broad shapes and later layers adding detail to complex regions. The system scales brush counts exponentially between layers using the quality parameter, creating visual complexity mirroring traditional glazing techniques.

Strangler Fig Generator

This tool procedurally generates banyan-like aerial roots that “strangle” environment meshes—ideal for ruins, cliffs, temples, and overgrown wilderness scenes.

Inspired by the chaotic root systems of strangler figs and banyan trees, the HDA adapts its growth to any static mesh input using collision-aware algorithms and customizable growth behaviors. It features trunk + sub-branch generation, aerial root simulation, foliage, hanging roots, moss, and real-time optimization.

Roots wrap, cling, or hang freely based on user-defined gravity, tropism, aggregation, and bifurcation settings. Users can preview probability maps, adjust pruning logic, and tweak visual density—all from a clean, slider-based UI.

Outputs are game-ready: LOD chains, Nanite-ready meshes, UCX collisions, and lightweight billboard foliage are auto-generated on bake. Companion elements like moss, wrappings, and foliage clusters help ground the tree into surrounding geometry.


Highlights

Dynamic root wrapping around arbitrary meshes

Interactive control curve for trunk placement

Customizable growth logic (gravity, neighbor influence, bifurcation)

Preview modes for root distribution and pruning

Game-ready output (LODs / Nanite / collisions / instancing)

Optional companions: moss, ground foliage, wrapping vines, hanging roots