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Concrete Wall
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I built an end-to-end Generative AI → 3D pipeline that transforms text prompts into production-ready 3D assets. Using Stable Diffusion (EpicRealismXL), I generate high-quality images (1024×1024) with controlled parameters, then convert them into fully textured 3D models using Hunyuan 3D-2.1 (GLB / OBJ). Characters are auto-rigged with Mixamo and validated in Unreal Engine and Blender, ensuring animation, shading, and real-time performance readiness for games, film, XR, and virtual production.

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Created a procedural market shelf in Blender with shading and parameter-driven animation, allowing dynamic item changes on the shelf. Generated synthetic datasets with RGB, depth, and segmentation for ML tasks, simulating real-world complexity through lighting, occlusion, and clutter variations to improve object detection robustness.

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Built an RNN-based motion prediction pipeline with TensorFlow/Keras and Blender, automating animation frame generation. Exported/preprocessed skeletal keyframe data for training, enabling AI-driven animation workflows for VFX, gaming, and AR/VR.

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Capstone Project (SCAD):

For my capstone project, I procedurally modeled and built a complete 3D representation of my school. I designed the shading, created animations, and added advanced effects, including procedural destruction, explosions, and smoke. The final sequence was rendered using Mantra.

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Dragon fire Project:

In this project I have created a dragon fires, smoke, environment assets, fog and Flame lighting in houdini, Applied shading, and rendered the final output using Karma.

Power Hero Project:

For this project, I procedurally created an entire sci-fi city with billboards and lighting in Houdini, applied shading, added FX, and rendered the final output using Redshift. Did final compositing in Nuke.

Seashell Project:
In this project, I created a seashell using Python in Houdini and incorporated Chladni plate mathematics to generate dynamic 2D patterns that change interactively with parameter sliders. The final output was rendered in Redshift, and the scene was inspired by the Rings of Power series

SEA SHELL

          

PROCEDURAL MODELING

Procedurally modeled, shaded, and animated in Houdini. Rendering in Redshift.

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Using Python in Maya, I have created this pineapple. Texturing, lighting, and animation in Maya.

PINE APPLE

          

Procedural Animation using Kinematic Technique. I have animated and shaded. 

PROCEUDUAL ANIMATION 

          

I recreated a scene from the Joker movie in Blender by modeling the interior, adding lighting and texturing, and using a character from Sketchfab.

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I modeled a 3D chocolate in Houdini, with texturing, lighting, and rendering in Redshift, followed by compositing in Nuke

For this project, I integrated the Wall-E character into a live-action shot, handling the lighting in Maya and compositing in Nuke.

WALL-E

          

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For this project, I integrated the Wall-E character into a live-action shot, handling the lighting in Maya and compositing in Nuke.

OIL BARREL

          

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I have done procedural lava shading and lighting in Maya.

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Created procedural bricks for destruction in Houdini and rendered them in Redshift.

CAR DESTRUCTION

          

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