Founding Professor and Member of Imager 1989-2000
Research Associate and Member of Imager 1989-2000
|Name||Research Topic||Current Occupation||Home Page|
|Katrina Archer||Craniofacial Reconstruction Using Hierarchical B-Spline Interpolation||Radical Entertainment||home email@example.com|
|Kevin W. Arthur||3D Task Performance Using Head-Coupled Stereo Displays||Alien Skin Software, Raleigh NC||home firstname.lastname@example.org|
|Ian Ashdown||Eigenvector Radiosity||Researcher, byHeart Consultants||home email@example.com|
I am interested in the following topics, in no particular order: global illumination and radiosity, image-based rendering, acoustic radiosity, and computer vision.
My research currently focuses on physically accurate radiosity rendering techniques, but life is complex — it has real and imaginary components.
|Erin Austen||Computer Animation, HCI||Assistant Professor, St. Francis Xavier University|
|Lior Berry||home page||berry@cs|
|Dave van Blankenstein||Simulating and Visualizing Marine Oil Spills|
|Adam Bodnar||Human-Computer Interaction||home page||bodnar@cs|
|James Boritz||Human factors of 3D / Virtual Environment Interaction||home firstname.lastname@example.org|
My dissertation focused on two tasks, point location and manual path tracing within a three dimensional computer environment. In this context I studied the following factors: monoscopic vs. stereoscopic display, fixed viewpoint vs. head tracked display, target position, target orientation and path complexity. Point location and path tracing are fundamental to most interactive virtual environments and to many other interactive tasks.
In my post-doctoral work I expanded upon both the tasks under consideration and the factors that may influence them. In the near term, I plan to investigate a pointing task (sometimes known as raycasting) and a volume specification task (the two dimensional analog is area selection). The additional factors that I plan to study include, the the effect of textured object surfaces, increased object density and shadows. Earlier studies have indicated that these factors have an influence on perception of three dimensional environments, but there have been few studies to evaluate their effectiveness in interactive environments.
|David Botta||Animation||Researcher||home email@example.com|
|Stephen Brooks||Dynamic Light Fields||Ph.D. Student at Cambridge||home firstname.lastname@example.org|
|John Buchanan||Filtering of Volumetric Data||Electronic Arts; Adjunct Professor at the University of Alberta||home email@example.com|
|David Bullock||Cranofacial Reconstruction of Human Facial Skin using Hiearchical B-splines||Industrial Light and Magic||home firstname.lastname@example.org|
|Dave Burke||Computer Graphics||~dburke||dburke@cs|
My primary academic interests lie in all areas which can be applied to realtime interactivity, games and entertainment. Specifically, computer graphics, physically-based animation and simulation, algorithms and machine learning. Non-academically, I'm interested in game development, film and music production, and electronic toys and entertainment.
My MSc research focuses on sketched-based modelling.
|Peter Cahoon||Computer Graphics / Medical Imaging|
|Andrew Chan||Human-Computer Interaction||~chan||chan@cs|
I am interested in supporting distributed groups of people who wish to collaborate in real-time. I am extending the Virtual Network Computing application, adding a flexible turn-taking protocol and using haptics to convey basic information about the current collaborative state.
|Changching (Chris) Chiu||Merging Multiple Light Fields||PSLemail@example.com|
|Richard Corbett||Physics based animation||home page||rcorbett@cs|
|Kevin M. Coughlan||Simulating Craniofacial Growth||Radical Entertainmentfirstname.lastname@example.org|
|Andrew Csinger||User Models for Intent-Based Authoringemail@example.com|
|Davor Cubranic||Design and Implementation of a System for Computer-Supported Distance Art Therapy||Ph.D student at UBCfirstname.lastname@example.org|
|Joel DeYoung||Properties of Tabulated Bidirectional Reflectance Distribution Functions||Radical Entertainment||home email@example.com|
|Jean-Luc Duprat||Integrating Hsplines into SoftImage|3D||Radical Entertainmentfirstname.lastname@example.org|
|Chris Ellefson||Modeling of Rocks and Ornamental Garden Stones||ISG Technologiesemail@example.com|
|Paul Fearing||MSc.Predictive Rendering; PhD. Computer Modelling of Fallen Snow||Athene Software, Boulder Colorado||home firstname.lastname@example.org|
My thesis research presents a new model of snow accumulation for computer graphics. We are primarily concerned with creating and simulating fallen snow (not falling snow - an important distinction), with our ultimate goal to produce view-independent, static, 3D snow surface models that can be used in artistic and scientific visualization, film, and advertising.
|Scott Flinn||Computer Graphics||home email@example.com|
|David R. Forseyfirstname.lastname@example.org|
|Ben Forsyth||Human-Computer Interaction||~bforsyth||bforsyth@cs|
|Jennifer Fung||home page||jfung@cs|
|William F. Gates||Interactive Flow Field Modeling for the Design and Control of Fluid Motion in Computer Animation||Radical Entertainment||home email@example.com|
|Xavier Granier||INRIA Futurs||home firstname.lastname@example.org|
|Mark Hancock||Human-Computer Interaction||homepage||mhancock@cs|
|Jason Harrison||A Kinematic Model for Collision Response||Postdoc at UBC||home email@example.com|
I'm developing metrics for motions. These metrics will be applied to compare motions. Possible applications are motion databases, video surveillance, computer animation, animator training, and motion studies.
|Christopher G. Healey||Ph.D.: Effective Visualization of Large, Multidimensional Datasets; M.Sc.: Visualization of Multivariate Data Using Preattentive Processing||Assistant Professor, North Carolina State||home firstname.lastname@example.org|
|Kristian Hildebrand||Infomation Visualization||hilde@cs|
|Gang Huo||Illumination Models from Surface Geometry|
|Kori M. Inkpen||Adapting the Human-Computer Interface to Support Collaborative Learning Environments for Children||Assistant Professor at SFU||home email@example.com|
|Stanley Jang||3D Interaction Studies Using the Shape-Matching Paradigm||Radical Entertainmentfirstname.lastname@example.org|
|Brian G. Johnston||Three Dimensional Multispectral Stochastic Image Segmentation|
|Lun Ke||Measuring BRDFs||home email@example.com|
My work at UBC focused on achieving high quality in realistic image synthesis, by using a reflectance model based on and verified by measurement and experiments. One way to represent the reflectance property of a surface is BRDF. In our approach, BRDF is measured by taking images of a sample area using a 3-CCD camera from different positions. Subsequent analysis of these images will extract the BRDFs of the sample. Compared to other techniques, this is a simple and realistic method for most research labs.
|Raza S. Khan||A Simple Model of Ship Wakes||MDAfirstname.lastname@example.org|
|Fred Kimberley||Computer Graphics||~fkimber||fkimber@cs|
|Dave Knott||Computer Graphics||homepage||knott@cs|
|Miranda W. S. Ko||A Fault-Tolerant Collaborative Tools Development Systememail@example.com|
|Mach (Tony) Kobayashi||Using Recorded Motion for Facial Animation||Pixarfirstname.lastname@example.org|
|Russell W. Krywolt||Post-Processed Shadow Determination for Composition of Depth Imagesemail@example.com|
|Karen Kuder||Using Inverse Kinematics to Position Articulated Figures||home firstname.lastname@example.org|
|Paul Lalonde||Representations and Uses of Light Distribution Functions||Electronic Artsemail@example.com|
|Tony Tat Chung Lau||A Programming Library for the Construction of 3-D Widgetsfirstname.lastname@example.org|
|Anne Lavergne||Computer Vision-based Head Orientation Tracking||SFU-Burnabyemail@example.com|
During my MSc. I developed a computer vision-based system that tracks the head location and orientation of a user seated at a computer workstation. The tracked head location and orientation are used to infer a certain gaze direction. Applications of such a tracking system are numerous: it can be used as a human-computer interface, where the inferred user gaze direction is utilized as a location indicator for selecting menus or areas within the application window. The gaze direction can also be used as a perspective indicator dictating how a graphic application should redraw a scene, for example, in a virtual reality environment or in a computer game. The goals of this tracking system are responsiveness (real-time) and untethered/non-intrusive usage, requiring no special hardware except an inexpensive camera and a video input board. As imaging technology becomes more ubiquitous, such a tracking system is commercially viable.
|Gene S. Lee||MSc.: RASP: Robotics and Animation Simulation Platform; Ph.D.:||Instructor at UBC||home firstname.lastname@example.org|
|Robert R. Lewis||Light-Driven Global Illumination with a Wavelet Representation of Light Transport||Assistant Professor at WASUemail@example.com|
|Ning Li||Retrieving Camera Parameters from Real Video Images|
|Lili Liu||Shade from Shading|
|Arthur Louie||Computer Graphics||homepage||alouie@cs|
|Gary L. MacIsaac||Priming the Cognitive Pump: Implicit Memory and Navigating Multiple Window Interfacesfirstname.lastname@example.org|
|Kirk Marple||Overview of Multimedia Application Developmentemail@example.com|
|David Martindale||Assessment of Image Differences||Radical Entertainment||~davem||davem@cs|
To develop a technique to compare computer-generated images with a real photograph of the same scene. Previous techniques required the user to carefully align the two images before comparison. This algorithm will perform intial registration automatically, then analyze the remaining differences in a way that is related to the human perception of visible difference. A wavelet decomposition of the images is used for both the registration and comparison steps.
|Joanna McGrenere||DESIGN: Educational Electronic Multi-Player Games: A Literature Review||Assistant Professor at UBC||home firstname.lastname@example.org|
Pattern formation and growth in Mammalian Models
Image-based rendering and Augmented Reality
|Assistant Professor in France||home email@example.com|
|Steven Page||Computer-Mediated Communication in a Software Engineering Project Course||home firstname.lastname@example.org|
I have been exploring the effects on a subject's knowledge of specific paths through a virtual environment, and their understanding of its global layout, resulting from whether they were exposed initially to the environment through passive or active tasks. This was studied in an experiment wherein, after an introduction to the system (FledermausVR written in C++ and OpenGL) and a pre-test, volunteers were introduced to a computer-based virtual world in one of two main conditions: Active steering behind a pilot vehicle, or Passive following of the pilot vehicle. Within each main condition, further refinements were made; Active subjects were either tightly or loosely constrained to the path of the pilot vehicle, while Passive subjects either had or did not have the steering interface visible (akin to Front Seat or Back Seat travelling).
Within their sub-conditions, subjects were shown, by the pilot vehicle, specific paths through the terrain. They were then given the task of repeating them, and finally of finding their own paths through the environment, between starting and ending points with which they were familiar.
|Larry Palazzi||Deformable Models Using Displacement Constraints||Perot Systems, Inc.||Larry.Palazzi@pscmail.ps.net|
|Michael Penn||A Visualization of an Experiment on a Shake Table|
|Brain Pidcock||Microcomputers in Psychological Experimentation, Headturn: A Case Studyemail@example.com|
|Giusi di Pietro|
|Pierre Poulin||Shading and Inverse Shading from Direct Illumination||Associate Professor at University of Montreal||home page||poulin@IRO.UMontreal.CA|
|David Pritchard||Computer Graphics||~drpritch||drpritch@cs|
|Vishwa Ranjan||A Union of Spheres Representation for 3D Objects||Industrial Light & Magic|
|Allan G. Rempel||Fast Progressive Transmission of Images Using Wavelets with Sorted Coefficients||Walt Disney Feature Animationfirstname.lastname@example.org|
|Chris A. Romanzin||Aspects of Image Reshading||Discreet (Montreal)||email@example.com|
|Robert G. Scharein||Interactive Topological Drawing||UBC||home firstname.lastname@example.org|
|Adrian Secord||Non-Photorealistic Rendering and Animation||~ajsecord||ajsecord@cs|
Non-photorealistic rendering is a branch of computer graphics which draws heavily from the traditional artistic disciplines such as painting, drawing, and etching. The emphasis of this research area is to provide rendering styles to artists that communicate, elucidate and express ideas clearly and with style without necessarily reproducing every detail. Our recent work has focused on two styles: a fast pen-and-ink drawing method that can be manipulated in real-time and a high-quality stippling algorithm for still images.
|Dana Sharon||Computer Animation||~dsharon||dsharon@cs|
|Alexander Stevenson||3D Virtual Environments||~alex||alex@cs|
|Lisa Streit||Modelling and Rendering of Feathers||homepage||streit@cs|
|Sonja Struben||An Automatic Collision Response Algorithm||Pixaremail@example.com|
|Valerie Summers||The Virtual Hand Lab: An Experimental System for Studying Human Perception and Performance||Company in Boston||home firstname.lastname@example.org|
Augmented reality systems dynamically "augment" the user's view of the real world with computer generated virtual objects. These virtual objects may overlay a physical object or exist independently. The key to a convincing augmented environment is accurate registration between virtual and physical objects. By contrast, the user would only see computer generated objects in virtual reality system.
The Virtual Hand Lab (VHL) is a testbed which kinesiology researchers use to study goal-directed human hand movement. The VHL is a small volume which sits upon a desktop. Users can reach into this volume and touch the physical objects, while simultaneously viewing both physical and virtual objects.
|Roger C. L. Tam||Efficient Transfer and Storage of Image Data for Distributed Development of Biomedical Imaging Tools||PhD. student at UBC||home page||rtam@cs|
|Joanne M. Thiel||Interactive Manipulation of Virtual Folded Paperemail@example.com|
|Matthew Thorne||Computer Graphics||~mthorne||thorne@cs|
|Tien Truong||Computer Graphics|
|Rob Walker||Ph.D.: Contextual Programming; M.Sc.: Integrating Simulation and Animation Software through a Generic Computational Engine||University of Alberta||home firstname.lastname@example.org|
Contextual programming is a novel programming paradigm for easing problems of software evolution and reuse through a combination of dynamic execution information and system structural information. This also has direct application to the construction and maintenance of large Web sites.
|Marcelo Walter||Integration of Complex Shapes and Natural Patterns||Professor at Unisinos||home email@example.com|
|Lifeng Wang||Multi-Resolution Surface Approximation for Animation||Researcher at UBC||home firstname.lastname@example.org|
|Carolyn Wick||The Importance of Team Skills for Software Development||Pivotal Softwareemail@example.com|
|Matt Williams||Information Visualization||~mwill||mwill@cs|
|David Wong||Multiresolution Surface Construction for Hierarchical B-Splinesfirstname.lastname@example.org|
|Dan Xiao||Computer Animation||~dxiao||dxiao@cs|
I am now working on sketch-based modeling which can turn simple and unordered sketches people drawn into 3D models. One example is to recognize face sketches and display cartoonish face model.
|Hailin Yan||An Object-Oriented Design for Hierarchical B-Spline Surfaces|
|Sidi Yu||Terrain Drainage Features and Queries||Seagate Software||(deceased)|
|Peng Zhao||Computer Animation||~pzhao||pzhao@cs|
|Torre Dana Zuk||The Registration of Multimodality Medical Scansemail@example.com|