This is an old photo, as evident by the CRT monitors. I will update it someday, when I have the time.

Assistant Professor, School of Computing, University of Utah

Email:cem@cemyuksel.com (please see the best way to contact me first)
Office:WEB 2686, Warnock Engineering Building, 2nd floor.
Address:School of Computing, 50 S. Central Campus Drive
University of Utah, Salt Lake City, UT 84112-9205

News!

SIGGRAPH 2016 Talk on Hardware Accelerated Mesh colors
It has been years since my paper on mesh colors was published, solving the fundamental problems of texture mapping. In this talk I will explain how the existing texture filtering hardware on current GPUs can be used for mesh color filtering, so that they can replace standard texture maps (and their problems) in real-time graphics applications.
SIGGRAPH 2016, "Get in Shape" Talk Session,
Sunday, July 24, 2016, 10:45am - 12:15pm

Short Bio

I am an assistant professor in the School of Computing at the University of Utah and the founder of Cyber Radiance LLC, a computer graphics software company. Previously, I was a postdoctoral fellow at Cornell University, under the guidance of Doug James, after receiving my PhD degree in Computer Science from Texas A&M University, advised by John Keyser and Donald House.

My research interests are in computer graphics, including physically-based simulations for both offline and real-time applications, rendering techniques, global illumination, sampling, GPU algorithms, graphics hardware, modeling complex structures, and hair modeling, animation, and rendering.

FAQ

How do you pronounce your name? Jem Youksell

Highlights

Stitch Meshes


Stitch Meshes provide a new way of representing and modeling knited garments with yarn-level detail. We used Stitch Meshes for modeling full sizte knitted garments as well as various knitting patterns. This work will be presented as a technical paper at SIGGRAPH 2012.

Hair Meshes


Hair Meshes provide a new and very effective way of modeling hair that resebles polygonal modeling, which is presented as a technical paper at SIGGRAPH Asia 2009. This technique is used in the modeling system of Hair Farm, the ultimate hair plugin for 3ds Max.

Mesh Colors


The mesh colors method is a revolutionary way of keeping color data on polygonal meshes. Its simplicity and efficiency make it a perfect choice for applications like 3D painting and storing precomputed data on meshes (like ambient occlusion).

Dual Scattering Approximation


Dual Scattering is an extremely fast approximation of multiple scattering simulation in hair, which is presented as a techinical paper at SIGGRAPH 2008. Its extreme simplicity even permits real-time implementation on the GPU.

Deep Opacity Maps


This is a new method for computing shadows from semi-transparent objects like hair, which will be presented a techinical paper at Eurographics 2008. Extending the concept of opacity shadow maps, Deep Opacity Maps method significantly improves the quality and speed of shadow computation.

Wave Particles


This is a new method for the real-time simulation of water waves and their interactions with floating objects presented a techinical paper at SIGGRAPH 2007. It is extremely fast and ready to be used in new generation video games and special effects for movies.

Open Source Code Base

cyCodeBase is my open source code base intended for graphics programmers. It includes C++ libraries for basic graphics classes, and solutions to frequent graphics programming problems. More...