Research
Research Statement
I am currently interested in algorithms for computer graphics—and specifically for rendering the 'right' way—that is, trying to render things as accurately as possible, even if it's imperceptible or impractical.
I also have an interest in "clever" algorithms—and to some extent, hardware—for high-performance graphics. More generally, my research interests include real-time rendering / graphics algorithms, including applications of general-purpose compute to rendering, the mathematics of light transport, and the theory and algorithms associated with various graphics problems.
I received my PhD from the University of Utah in Computer Science.
Research Bio
I first (officially) started computer graphics research as an undergraduate researcher, working on anisotropic filtering, under the advisement of Pradeep Sen in the Advanced Graphics Laboratory (AGL)[1] at the University of New Mexico (UNM). I did work on BRDF parametrization (my CS honors thesis) from fall 2013 until my graduation under the advisement of Lance Williams. After graduation, I joined the University of Utah (UofU) CS PhD program, where I worked under the advisement of Cem Yuksel (I was somewhat co-advised by Erik Brunvand), where I was a member of the Utah Graphics Lab and associated with the Utah Hardware Raytracing Group (HWRT). I also did an internship at NVIDIA Research. I have recently graduated with my PhD and am looking at what comes next.
Selected Publications
Please cite my papers using the given BibTeX. This ensures the best and least-confusing information enters the literature. You can also conveniently download BibTeX for all my publications.
This is a nearly complete[2] list, sorted roughly from recent (top) to older (bottom). I have added links to my co-authors' websites , ORCIDs
, and ACM IDs
, when they have them—although only if I can determine them unambiguously[3].

Markov-Restricted Analysis of Randomized Trials with Non-Monotone Missing Binary Outcomes

Patch Textures: Hardware Support for Mesh Colors

Constant-Time Energy-Normalization for the Phong Specular BRDFs
- Proceedings of the 37th Computer Graphics International, 2020 (CGI '20)

Efficient Adaptive Deferred Shading with Hardware Scatter Tiles
- Proceedings of High Performance Graphics, 2020 (HPG '20)
- BibTeX Bibliography File
- Wolfgang Straßer Best Paper Award
- Presentation Video
Presentation Video (Low Quality)
Presentation Video (Conference Recording)

Spectral Primary Decomposition for Rendering with sRGB Reflectance
- Proceedings of the 30th Eurographics Symposium on Rendering, 2019 (EGSR '19)

Patch Textures: Hardware Implementation of Mesh Colors
- Proceedings of High Performance Graphics, 2019 (HPG '19)
- BibTeX Bibliography File
- Presentation Slides (With Notes)
The original slides had some 3D models embedded; they have been replaced by images for licensing reasons.

Aesthetically-Oriented Atmospheric Scattering
- Proceedings of the 8th ACM/EG Expressive Symposium, 2019 (Expressive '19)

Dual-Split Trees
- Proceedings of the 23rd ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2019 (I3D '19)
- BibTeX Bibliography File
- Best Conference Paper Award


A Detailed Study of Ray Tracing Performance: Render Time and Energy Cost

SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores
- Technical Report, School of Computing, University of Utah, UUCS-18-001, 2018 (UUCS '18)

Time Interval Ray Tracing for Motion Blur

Dual Streaming for Hardware-Accelerated Ray Tracing

Parameterization of Tabulated BRDFs
- Proceedings of the 33rd Computer Graphics International, 2016 (CGI '16)

Adaptive Deferred Shading
- Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016 (I3D '16)

Dot-Product Reparameterizations of Tabular Isotropic BSDFs

Anisotropic Texture Filtering using Line Integral Textures
- (Informally Published)

Approximate Construction of Regular Polygons
- 2007 Mathematical Association of America Northern California, Nevada and Hawaii Section, Meeting (if you know, contact me)
Notes
You may also like my Graphics Venues' Papers Countdown tool.