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Research Interests
My research interests include real-time rendering/graphics algorithms, including applications of general-purpose compute to rendering, the mathematics of light transport, and theory and algorithms associated with various graphics problems.
Selected Publications
This is a mostly complete list. Several more projects are in-production, and some ancient non-CS projects have been omitted to keep this page relevant. Sorted roughly from recent (top) to older (bottom).
I added links to my co-authors' websites , ORCIDs , and ACM IDs , when they have them, though only if I can determine them unambiguously. I have unfortunately not been able to do this in all cases, but I'd be more than happy to make updates.
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Patch Textures: Hardware Support for Mesh Colors ( preprint)
TVCG '20 IEEE Transactions on Visualization and Computer Graphics, 2020 (bibtex)
Project Homepage
Note: This is a TVCG extension of our prior work, Patch Textures: Hardware Implementation of Mesh Colors.
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Patch Textures: Hardware Implementation of Mesh Colors ( preprint, slides)
Project Homepage
Note: The original slides had some 3D models embedded; they have been replaced by images for licensing reasons.
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Aesthetically-Oriented Atmospheric Scattering ( preprint, slides)
Yang Shen   ,
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A Detailed Study of Ray Tracing Performance: Render Time and Energy Cost ( preprint, supplemental)
Elena Vasiou   ,
CGI '18 Proceedings of the 35th Computer Graphics International, 2018 (bibtex)
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SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores ( preprint)
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SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores ( tech report)
Technical Report, School of Computing, University of Utah, UUCS-18-001, 2018 (bibtex)
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Adaptive Deferred Shading ( poster,
, ACM DOI)
Amit Prakash  
I3D '16 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016 (bibtex)
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Dot-Product Reparameterizations of Tabular Isotropic BSDFs
UNM CSSC 2014 (undergraduate thesis; no paper publicly available)
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Anisotropic Texture Filtering using Line Integral Textures ( preprint)
Vahid Noormofidi 
(unofficially published)
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Circlet Programming Language ( Release 1.4.4)
(unofficially published)
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Approximate Construction of Regular Polygons
Brenda Mallett  ,
Russell Mallett
Published as an article in California Mathematics Council ComMuniCator (Vol 33, No. 2, Dec. 2008, pg. 35–37).
A poster version ( “Fraction of the Radius”: A General Method for the Approximate Construction of Regular Polygons) was also created and presented somewhere (most likely a CMC meetup; if you know, let me know). I have subsequently heavily revised and presented this work on this subsite.
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Research Bio
I used to work as an undergraduate researcher under the advisement of Dr. Pradeep Sen in the Advanced Graphics Laboratory (AGL) at the University of New Mexico (UNM). Around Fall-2012-ish, Sen left for UCSB and left the AGL in charge of Dr. Joe Kniss, who was shortly hired by perhaps Google. Kniss disappeared late fall 2013 (no one at UNM I talked to has succeeding in contacting him). I did work from fall 2013 until my graduation under the advisement of Dr. Lance Williams, though working essentially independently. After I was graduated, I went to the University of Utah as a Ph.D student where I now work under the advisement of Dr. Cem Yuksel (I am also somewhat co-advised by Dr. Erik Brunvand). I am a member of the Utah Graphics Lab and (somewhat peripherally) the Utah Hardware Raytracing Group. I also did an internship at NVIDIA Research.
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