Interests

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My professional interests span many aspects of Computer Graphics, though my primary focus has been in the field of Rendering. Here are a few topics I've explored in detail while working on the proprietary rendering software at Rhythm & Hues.

Note:I have not had time to keep this page up to date with my latest work. Please refer to my publications page for the more recent work I've done.

Rendering Photorealistic Hair

I recently led the development of a specialized hair rendering primitive for our renderer. It is loosely based on the generalized cylinder "paintstroke" I developed at the University of Toronto.

 

As computers grow faster and faster, displacement mapping is quickly becoming a preferred alternative to the more efficient but physically inaccurate technique of bump mapping. I am close to completing a project in optimizing the displacement mapping functionality of R&H's renderer.

Motion Blur Optimization

Motion blur is a basic requirement for any high quality renderer. This year, the strong demand for large hair renders, fueled by Cats & Dogs, entailed drastically speeding up our motion blur algorithm. By using a simple but effective cheat, I was able to speed up most of our motion blur renders by about 100% without any noticeable loss of image quality.

Ray Tracing

Ray tracing provides a degree of realism that surpasses what is achievable with a standard scanline renderer. When I began working at Rhythm & Hues, the renderer had partial ray tracing capability, but could not handle several important features, like motion blur, soft shadows, refraction, depth of field, and caustics. Implementing these features was one of my first big tasks at the studio.

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 Visibility Maps

Visibility maps provide an inexact but very fast way to approximate diffuse lighting coming from an environment sphere mapped with an arbitrary image. The basic idea is to use ray tracing to sample the visibility occlusion of a piece of geometry, and encode this information into a texture map that can be reused for quick subsequent rendering. This is the topic of my Technical Sketch for Siggraph '03.

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Programming

I take an active interest in programming (well, it's my job). Here are some languages I like and a few sample programs.

 

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