Find out where the Stanford Bunny came from.
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.
Would someone please correct a couple of inaccuracies on my Wikipedia page?
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).
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.
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.
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.