My picture

How quaint, isn’t it? It even feels weird to type “my website” when all our identity and digital stuff is usually chopped up into bite sized pieces and served from different social networks. I still like maintaining a personal website where I can put all my stuff, just as a future reference, particularly to myself.

Bilkent
University of California, Berkeley
University of Texas, Austin
Animeeple
Apple
Human Longevity
Human Longevity

 

Apps

Icon
Pickery
Upload your media library to your AWS account
Icon
Evy
Tracks your location and shows you where you've been
Icon
Beedeo
Add captions that stick with your video
Icon
Right Shade
Try real paint colors in virtual rooms

Publications

Alt
Frankenrigs: Building Character Rigs From Multiple Sources
Symposium on Interactive 3D Graphics and Games (I3D) 2010

We present a new rigging and skinning method which uses a database of partial rigs...

Alt
Generalizing Motion Edits with Gaussian Processes
Transactions on Graphics 2009

One way that artists create compelling character animations is by manipulating details of a character’s...

Alt
Hardware Accelerated Ambient Occlusion Techniques on GPUs
Symposium on Interactive 3D Graphics and Games (I3D) 2007

We introduce a visually pleasant ambient occlusion approximation running on real-time graphics hardware. Our method...

Alt
Real-Time Ambient Occlusion for Dynamic Character Skins
Symposium on Interactive 3D Graphics and Games (I3D) 2007

We present a single-pass hardware accelerated method to reconstruct compressed ambient occlusion values in real-time...

Alt
Quick Transitions with Cached Multi-way Blends
Symposium on Interactive 3D Graphics and Games (I3D) 2007

We describe a discriminative method for distinguishing natural-looking from unnatural-looking motion. Our method is based...

Alt
Compression of Motion Capture Databases
Siggraph 2006

We present a lossy compression algorithm for large databases of motion capture data. We approximate...

Alt
Knowing When to Put Your Foot Down
Symposium on Interactive 3D Graphics and Games (I3D) 2006

Footskate, where a character’s foot slides on the ground when it should be planted firmly,...

Alt
Computational Studies of Human Motion

We review methods for kinematic tracking of the human body in video. The review is...

Alt
Fast and Detailed Approximate Global Illumination with Irradiance Decomposition.
Siggraph 2005

We present a new rigging and skinning method which uses a database of partial rigs...

Alt
Pushing People Around
Symposium on Computer Animation 2005

We present an algorithm for animating characters being pushed by an external source such as...

Alt
Motion Synthesis from Annotations
Siggraph 2003

This paper describes a framework that allows a user to synthesize human motion while retaining...

Alt
Animating Suspended Particle Explosions
Siggraph 2003

This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically...

Alt
Interactive Motion Generation from Examples
Siggraph 2002

There are many applications that demand large quantities of natural looking motion. It is difficult...

Alt
Efficient multi-agent path planning
Eurographics Animation Workshop 2001

Animating goal-driven agents in an environment with obstacles is a time consuming process, particularly when...

Alt
Proxy Simulations for Efficient Dynamics
Eurographics 2001 - Short presentation

Proxy simulations reduce the cost of simulation in large virtual worlds, such as those used...

Projects

Alt
Animeeple

Animeeple is a startup I did before joining Apple. At Animeeple we developed character animation tools for editing, layering, sequencing...

Alt
Pixie

Pixie is an open source RenderMan renderer for generating photorealistic images. This is a project I was working on 2001...

Alt
Constrained triangulation of 2D point sets

This is my class project for cs294 #5 from Prof. Jonathan Shewchuk - Triangulation & Meshing. I implemented 4 different...

Alt
Rigid Body Simulation

This is a rigid body simulator that I wrote to make sure I get the equations of motion and integration...

Alt
Progressive Meshes

This is an X Windows based program for the view dependent refinement of progressive meshes. In this program, I implemented...

Alt
Quake Engine

This is an oldie. I used to play a lot of Quake (the original FPS) with my college buddies. Back...

Alt
Doom Engine

Here’s another oldie. This one is a 2.5D, Doom style renderer. It does simple lighting and texture mapping with limited...