This is an old photo, as evident by the CRT monitors. I will update it someday, when I have the time.
|Email:||firstname.lastname@example.org (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
How do you pronounce your name? Jem Youksell
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.