|
|
This page lists my general research interests, and includes links to
specific project web pages. If you are interested in working with me
on any of these projects, or on something else, then there are some rules that you need to be aware of before you
contact me.
My research interests fall broadly into two categories: surface
modeling and art-motivated interaction and rendering.
Surface Modeling
I am primarily interested in the representation, creation, and
comparison of complicated, organic shapes. To date, most of the more
interesting free-form models are made by scanning in 3D
shapes. Creating complicated shapes from scratch on the computer has
proved to be a difficult task. There has been some progress in quickly
sketching simple
blobby models, and some beautiful work in sculpting
and sketching of implicit models and editing
of mesh models. I am simultaneously developing a novel analytical
surface representation, based on manifolds, that supports free-form
editing, and sketch and widget-based tools for editing these, and
other, surfaces. The heart of this representation is the ability to
build complicated surfaces by locally specifying the desired shape,
then blending the results together.
MRI, CT, and Ultra sound all provide methods for visualizing the
internals of human bodies. While visualization is useful, building
full 3D models of the data opens up a potentially huge array of
diagnostic tools, ranging from physical simulations to detailed
comparisons of anatomical differences. Unfortunately, at the moment it
is a very time-consuming process to produce these models, requiring a
great deal of human intervention. I am working on ways to
automatically extract these models, taking advantage of the fact that
we know the anatomy the data represents. This involves representing
not only the basic shape, but how that shape can deform across the
population.
Representing surfaces using manifolds.
Manifolds as a parameterization tool. Also includes a list of parameterization techniques (up to 2002 or so) and the people who work on them.
Editing curves and surfaces.
Fitting surfaces to data.
Comparison of surfaces.
Art-based interaction and rendering
This area is often called non-photorealistic rendering, although I am
less interested in duplicating traditional media on the computer and
more interested in capturing the artistic design process,
and in developing the computer as a new art form.
Over the years artists have developed a loose set of rules and
traditions that enable them to effectively convey information to
viewers. Many of these rules and traditions have been developed by
"reverse engineering" the human visual and cognitive systems. I am
working on ways to quantify these decisions in a computationally
tractable form. The first step is to develop techniques that enable
artists to manipulate images and models in ways that are more closely
related to the types of decisions they make. The second step is to
automate parts of the decisions process, enabling anyone to more
effectively convey their own information.
Widgets for camera control.
Camera interpolation using image-space constraints and Linear matrix interpolation.
Using non-linear projection to render scenes.
Controlling color and texture.
While at Microsoft I worked in the area of facial animation.
The Rules
In general, I'm always interested in talking to prospective students
who are interested in doing research in computer graphics,
particularly surface modeling and art-motivated rendering. This
applies both undergraduate and graduate students. However, I have a
couple of basic rules that you need to know before you contact me.
For undergraduates
- In general, I prefer students to have some significant programming
experience (usually in C or C++) before they get involved in
research. What constitutes "significant"? That depends
on a number of things. As a bare minimum, you should have
successfully completed the introductory computer science sequence
up to, and including, CSE 332 (and done well in it). Courses like
CSE450 and CSE452 are a definite plus, too. If you're coming from
outside of the Department of Computer Science and Engineering, or
are interested in a project that does not involve programming,
then we can discuss the relevant background.
- Computer graphics research requires a fair amount of
mathematics. If you're seriously interested in doing research,
then you'll need to have a basic grounding in linear
algebra. Advanced knowledge in topology or differential geometry
is a big plus.
- If you've taken one of the my courses, then I probably remember
you. Send me an email and
let me know that you're interested in research. Keep it short and
to the point.
- As a general rule, I'm only interested in "structured"
research, where students register for independent study, or
something similar. I have written up some
projects suitable for undergrads or masters. I am open to
student-driven projects, but only if you can give me a clear idea
of what you want to do.
- If you're just interested in talking about computer graphics in
general, to try and get a handle on the sorts of things that we
do, then you should do three things. Read about the research that
we do on my web pages. Find a student
who has worked with me and talk to them. Finally, when you have a
rough idea of what we're about, send me a brief email and we can meet if I have
some free time. Free time, however, is becoming a rare commodity.
- If you've made it this far, then you must still be
interested. Don't worry too much if you don't meet all of
the criteria above. If you meet most of them, then send me email, and we can discuss things.
For graduate students
- If you're considering the graduate program in Computer Science and
Engineering here at Washington University, then I encourage you to
apply. I
can't admit students directly, so don't ask. Every potential
student must go through the same formal application procedure. I
will ignore letters about admissions and
assistantships. If I'm looking for new graduate students and
you've applied, then I'll find you.
- If you're a prospective graduate student and your research
interests seriously overlap with mine, then send me an
email, and briefly tell me about yourself, so that I know to be on
the lookout for your application packet when it arrives. Letters
with full CVs and that don't mention specific research issues will
be ignored. Email without my address in the
To: line
will also tend to get ignored, since that usually means a mass
mailing.
- If you're currently a graduate student at Washington University
and you're interesting in talking about working with me, send me a
brief email, and we can take it from there.
- I've you've been accepted to graduate school here without funding,
don't ask me if I can fund you. If I had money to fund you, we
would have made an offer with funding.
|