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.
 
Apps
Publications
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...
Proc Natl Acad Sci (PNAS)
Prediction of human physical traits and demographic information from genomic data challenges privacy and data...
Symposium on Interactive 3D Graphics and Games (I3D) 2010
We present a new rigging and skinning method which uses a database of partial rigs...
Transactions on Graphics 2009
One way that artists create compelling character animations is by manipulating details of a character’s...
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...
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...
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...
Siggraph 2006
We present a lossy compression algorithm for large databases of motion capture data. We approximate...
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,...
We review methods for kinematic tracking of the human body in video. The review is...
Siggraph 2005
We present a new rigging and skinning method which uses a database of partial rigs...
Symposium on Computer Animation 2005
We present an algorithm for animating characters being pushed by an external source such as...
Siggraph 2003
This paper describes a framework that allows a user to synthesize human motion while retaining...
Siggraph 2003
This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically...
Siggraph 2002
There are many applications that demand large quantities of natural looking motion. It is difficult...
Eurographics Animation Workshop 2001
Animating goal-driven agents in an environment with obstacles is a time consuming process, particularly when...
Eurographics 2001 - Short presentation
Proxy simulations reduce the cost of simulation in large virtual worlds, such as those used...
Projects
Animeeple is a startup I did before joining Apple. At Animeeple we developed character animation tools for editing, layering, sequencing...
Pixie is an open source RenderMan renderer for generating photorealistic images. This is a project I was working on 2001...
This is my class project for cs294 #5 from Prof. Jonathan Shewchuk - Triangulation & Meshing. I implemented 4 different...
This is a rigid body simulator that I wrote to make sure I get the equations of motion and integration...
This is an X Windows based program for the view dependent refinement of progressive meshes. In this program, I implemented...
This is an oldie. I used to play a lot of Quake (the original FPS) with my college buddies. Back...
Here’s another oldie. This one is a 2.5D, Doom style renderer. It does simple lighting and texture mapping with limited...