This is an old photo, as evident by the CRT monitors. I will update it someday, when I have the time.
|Email:||email@example.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
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, modeling complex structures, and hair modeling, animation, and rendering.
How do you pronounce your name? Jem Youksell
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
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.