What Math is important for Computer Graphics? New version of essay (2019) and old version (1997).
Learn about Erdös numbers for computer graphics researchers.
I belong to the Computer Graphics Group at Georgia Tech.
My Publications, with on-line versions of most documents. See the citations here.
See our NSF-funded work on Robotic Assistance with Dressing.
Interests: Computer graphics, robotics, machine learning, simulation for biology.
Visit the Large Geometric Models Archive at Georgia Tech.
Where can you find good Polygonal Models?
I recommend reading 125 big questions in science (from Science magazine).
Simulation to real transfer of robot policies for
biped locomotion.
Transfer of robot policies using
strategy optimization.
Learning
symmetric and low-energy locomotion using deep reinforcement learning.
Learning a
universal policy for robot control.
Predicting
future land cover using machine learning.
Animating
human dressing.
Blending
between liquid animations.
Learning
bicycle stunts.
How did the four-flipper
plesiosaurs swim?
Simulation of fluids using
hybrid SPH.
Using meshes to
control liquids.
Animation of
soft body locomotion.
Animation of
swimming creatures.
Simulation of
anisotropic patterns of biomass in wetlands.
Stable proportional-derivative
animation controllers.
Sticky Feet: creature evolution in a simulated environment.
Simulation of
surface tension using a mesh-based approach.
Animating fluids with
thin features.
Surface reconstruction for particle-based fluids.
Simulated
swimming for articulated bodies.
Survey of the state of the art in example-based
texture synthesis.
Material space texturing.
Fast simulation of
viscoelastic materials with thin features.
Animation of
viscoplastic
flow by dynamic re-meshing.
Shallow wave equations on surfaces.
Erosion and corrosion of solid objects.
User-guided
terrain
synthesis using real digital elevation maps.
User control of
particle system simulations, including cloth and flocking.
Tensor
field design for non-photorealistic rendering.
Vector
field design on surfaces.
Simulation of
water
droplets
on surfaces.
Parameterization
of mesh surfaces.
Eugene provides many unfolded models
for download and use.
Texture transfer
between surfaces.
The
Rigid Fluid
method for simulating interaction between fluids and solid objects.
Geometric texture synthesis by
example.
Graphcut
texture and video synthesis.
Surface reconstruction
using radial basis functions.
Animation of melting and flowing.
Visibility-Guided Simplification
Texture synthesis
directly on polygonal surfaces.
Surface reconstruction using
anisotropic basis functions.
Implicit surfaces
that interpolate.
Interior/Exterior
classification of polygonal models.
Simplification using an
image-driven
approach.
Shape transformation
using a new kind of implicit surface.
Display of
high-contrast images.
Memoryless
mesh simplification.
Vector field visualization using
image-guided streamline placement.
Zippering
together range images to create polygon meshes.
Simplifying polygonal surfaces by
Re-Tiling.
Texture synthesis using
reaction-diffusion.
Pictures of
Nicky and Cassie in 2004.
Some old pictures of our daughter,
Cassie.
Look here for pictures of Mary's and my
two cats when they were young.
And here are more recent pictures of our
cats.
My Ph.D. advisor Henry Fuchs has links to several of his computer graphics research projects on his Web page.
I worked with Marc Levoy while I was a postdoc at Stanford. Visit his Web page to find out about his graphics projects ranging from The Flintstones to Michaelangelo.
Andrew Glassner's page contains lots of computer graphics goodies, including information about his new book and links to graphics journal and conference pages.