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
Google

 

Apps

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

Publications

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Discovering Multi-Hardware Mobile Models via Architecture Search
2021 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)

Hardware-aware neural architecture designs have been predominantly focusing on optimizing model performance on single hardware...

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Identification of individuals by trait prediction using whole-genome sequencing data
Proc Natl Acad Sci (PNAS)

Prediction of human physical traits and demographic information from genomic data challenges privacy and data...

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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...

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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...

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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...

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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...

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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...

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Compression of Motion Capture Databases
Siggraph 2006

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

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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,...

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Computational Studies of Human Motion

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

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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...

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Pushing People Around
Symposium on Computer Animation 2005

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

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Motion Synthesis from Annotations
Siggraph 2003

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

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Animating Suspended Particle Explosions
Siggraph 2003

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

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Interactive Motion Generation from Examples
Siggraph 2002

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

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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...

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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

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Animeeple

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

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Pixie

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

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Constrained triangulation of 2D point sets

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

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Rigid Body Simulation

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

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Progressive Meshes

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

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Quake Engine

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

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Doom Engine

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