2006 |
Comparison of DTI Tractography Rendering Algorithms |
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I am working with David Laidlaw and David Banks on comparing standard OpenGL streamtube models with global illumination methods. We are currently experimenting with stimuli collection and experimental design for the upcoming user study. |
2006 |
User Control Schemes for Physics Based Characters |
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We explored several novel methods for controlling articulated characters with many degrees of freedom in physics simulated environments. Inverse kinematics and unsupervised learning techniques such as Principle Component Analysis to create control schemes for humanoid characters. Also, we developed several methods for controlling crawlers, hoppers and other simulated robots. |
2005 |
Video Textures |
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I implemented the 2000 SIGGRAPH paper for video textures. The basic idea with the algorithm is to generate a matrix containing the probability of one from following another. Hence, by sampling this matrix, we can create new (and infinitely long!) videos similar to the original one. In practice, a lot of post-processing is needed for good results. |
2005 |
Rendering Rainbows with Photon Mapping |
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We used a distributed photon mapper with spectral rendering capabilities to create images of dispersive materials. We simulated participating media, and used knowledge from physics and optics to create realistic images of rainbows. The rainbow intensity was calculated using Airy functions at ray march time. Along the way we made some other renderers. |
2005 |
Image Quilting |
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I implemented the 2001 SIGGRAPH paper on image quilting and texture transfer. The algorithm creates arbitrarily large and continuous images from a small seed texture. Also, this can be used to map one texture to another image by including gray scale intensity as a constraint for matching texture. |
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2004 |
User Interfaces for Immersive Virtual Reality Environments |
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I spent a summer working in the CAVE at Brown University creating 3D widgets for use in a volume rendering application. The CAVE is an immersive virtual reality lab where users wear head tracked stereoscopic glasses, and have numerous methods of high-dimensional input. |