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Elleis Souza, 2021: An Analysis of Real-Time Ray Tracing Techniques Using the Vulkan® Explicit API |
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Jack Pietrok, 2021: Real-time Stylized Rendering for Large-scale 3D Scenes |
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Steven Pineda, 2021: Exploring Material Representations for Sparse Voxel DAGs |
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Joseph Johnson, 2021: A Survey of Computer Graphics Facial Animation Methods:Comparing Traditional Approaches to Machine Learning Methods |
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Kolton Yager, 2021: GPU High-Performance Framework for PIC-like Simulation Methods Using the Vulkan® Explicit API |
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Matthew Key, 2020: EnVRment: Investigating Experience in A Virtual User-composed Environment |
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Ian Meeder, 2020: Intelligent Cinematic Camera Control for Real-Time Graphics Applications |
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Amy Lewis, 2019: Surveying Underwater Shipwrecks with Probabilistic Roadmaps |
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Kirsten Mork, 2019: Evaluating Creative Choice in K-12 Computer Science Curriculum |
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Timothy Wong, 2019: System Design and Analysis for Creating a 3D Virtual Street Scene for Autonomous Vehicles using Geometric Proxies from a Single Video Camera |
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Audrey Waschura, 2017: A Collaborative Web Application Framework for Least Cost Caloric Paths with Constrints on High Resolution Data |
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Kyle Piddington, 2017 *primary advisor: Shinjiro Sueda*: Eulerian on Lagranian Cloth Simulation |
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Katie Davis, 2017: Probabilistic Roadmaps for Virtual Camera Pathing iwth Cinematographics Principles |
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Ian Dunn, 2016: Procedural Generation and Rendering of Large-Scale Open-World Environments |
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Lana Hodzic, 2016: TRPINav: A System for Terrain, Route, Points of Interest, and Navigation |
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Paul Sullivan, 2016: Graph-Based Data Visualization in Virtual Reality: A Comparison of User Experiences |
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Allen Korenevsky, 2016: The Effects of Latency on 3D Interactive Data Visualizations |
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Brent Williams, 2015: Moxel DAGs: Connecting Material Information to High Resolution Sparse Voxel DAGs |
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Taylor Woods, 2015: Program Visualization: An exploration of graph based visualizations to assist in student learning and programmatic evaluation |
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Forrest Reiling, 2014: Toward General Purpose 3D User Interfaces: Extending Windowing Systems to Three Dimensions |
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Kevin Schapanksy, 2014: Jester: A Device Abstraction and Data Fusion API for Skeletal Tracking |
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Susan Marano, 2014: Smarticles: A Method for Identifying and Correcting Instability and Error Caused by Explicit Integration Techniques in Physically Based Simulations |
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Erik Buckthal, 2014: JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME |
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Kendall Merriman, 2014: Real-time 3d person tracking and dense stereo maps using GPU acceleration |
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Tyler Casella, 2013: Artist-Driven Fracturing of Polyhedral Surface Meshes |
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Richard Steigerwald, 2013: Computer Sketch Recognition |
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Michael Buerli, 2013: Radiance Caching with Environment Maps |
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Nicholas Feeney, 2013: Point Based Approximate Color Bleeding With CUDA |
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Ilya Seletsky, 2013: Real Time Visibility Culling With Hardware Occlusion Queries and Uniform Grids |
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Katherine Blizard, 2013: Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data |
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Jennifer Hughes, 2013: MisheardMe Oronyminator: Using Oronyms to Validate The Correctness of Frequency Dictionaries |
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Robert Somers, 2012: FlexRender: A distributed rendering architecture for ray tracing huge scenes on commodity hardware. paper
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Ryan Schmitt, 2012: GPU-Accelerated Point-Based Color Bleeding
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Chris Gibson, 2011: Point Based Color Bleeding with Volumes paper
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Bill Hess, 2010: Terrain Imposters |
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Harrison McKenzie Chapter, 2010: Textured Hierarchical Precomputed Radiance Transfer video
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Daniel Medina, 2010: Real-Time Visualizations of Ocean Data Collected by the NORUS Glider poster
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Andrew Tsui, 2009: Energetic Path Finding Across Massive Terrain Data Paper version
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Kyle Haughey, 2009: Boundless Fluids using the Lattice-Boltzmann Method |
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Dustin Anderson, 2008: Two-dimensinal Computer-generated Ornamentation using a user-driven global planning strategy Paper version
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Eric Firestone, 2008: An Exploration of Hole Filling Algorithms Paper version. |
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Mark Barry, 2007: Direct Extraction of Normal Maps from Volume Data Paper version. |
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Craig Povey, 2007: Locating the Source of Topological Error in Reconstructed 3D Models
Paper version. |
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Jeremy Seeba, 2007: Asynchronous Matrix Framework with Priority-based Processing
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Ryan Murphy, 2007: Using Hybrid Approaches to Solve the Challenges of Shape from Shading
Paper version. |
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Jason Rickwald, 2007: Continuous Energetically Optimal Paths Across Large Digital Elevation Data Sets
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James Skorupski, 2006: Interactive Thin Shells - an Interface for the Analysis of Physically Based Animation Paper version. A movie demonstrating the Interactive Thin Shells program
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Michal Fouquette, 2006: Using Oriented Particle Systems to Visualize Time Varying Volume Data Sets
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Robert Burgoon, 2005: Discrete Shells Origami A movie demonstrating the folding of the dog origami
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Brian Wood, 2005: Energetically Optimal Travel across Terrain: Visualizations and a New Metric of Geographic Distance with Archaeological Applications Paper version. |
If you are a Cal Poly student and interested in working on a Master's thesis with me, you may find this page has some helpful information.