Imager Lab Computer Science UBC

Imager Alumni

This information is not current and is maintained for historical interest only.

Forever Missed...

Dr. Alain Fournier

Founding Professor and Member of Imager 1989-2000

In memoriam

Dr. Peter Cahoon

Research Associate and Member of Imager 1989-2000

In memoriam

Gone to Spread Wisdom


Associate Researchers


Ph.D. Students

M.Sc. Students

Undergraduate Students

Where are They Now?

Name Research Topic Current Occupation Home Page E-mail
Katrina Archer Craniofacial Reconstruction Using Hierarchical B-Spline Interpolation Radical Entertainment home page
Ritchie Argue     homepage richie@cs
Kevin W. Arthur 3D Task Performance Using Head-Coupled Stereo Displays Alien Skin Software, Raleigh NC home page
Ian Ashdown Eigenvector Radiosity Researcher, byHeart Consultants home page

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    
Brook Bakay        
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 page

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 page
Stephen Brooks Dynamic Light Fields Ph.D. Student at Cambridge home page
John Buchanan Filtering of Volumetric Data Electronic Arts; Adjunct Professor at the University of Alberta home page
David Bullock Cranofacial Reconstruction of Human Facial Skin using Hiearchical B-splines Industrial Light and Magic home page
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      
Hamish Carr     homepage carr@cs
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 PSL
Richard Corbett Physics based animation   home page rcorbett@cs
Kevin M. Coughlan Simulating Craniofacial Growth Radical Entertainment
Andrew Csinger User Models for Intent-Based Authoring
Davor Cubranic Design and Implementation of a System for Computer-Supported Distance Art Therapy Ph.D student at UBC
Rhian Davies     ~davies davies@cs
Joel DeYoung Properties of Tabulated Bidirectional Reflectance Distribution Functions Radical Entertainment home page
Jean-Luc Duprat Integrating Hsplines into SoftImage|3D Radical Entertainment
Chris Ellefson Modeling of Rocks and Ornamental Garden Stones ISG Technologies
Paul Fearing MSc.Predictive Rendering; PhD. Computer Modelling of Fallen Snow Athene Software, Boulder Colorado home page
Learn more Learn more
before after

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 page
David R. Forsey
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 page
Xavier Granier INRIA Futurs   home page
Mark Hancock Human-Computer Interaction   homepage mhancock@cs
Jason Harrison A Kinematic Model for Collision Response Postdoc at UBC home page

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 page
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 page
Stanley Jang 3D Interaction Studies Using the Shape-Matching Paradigm Radical Entertainment
Brian G. Johnston Three Dimensional Multispectral Stochastic Image Segmentation      
Lun Ke Measuring BRDFs   home page

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 MDA
Fred Kimberley Computer Graphics ~fkimber fkimber@cs
Dave Knott Computer Graphics   homepage knott@cs
Miranda W. S. Ko A Fault-Tolerant Collaborative Tools Development System
Mach (Tony) Kobayashi Using Recorded Motion for Facial Animation Pixar
Russell W. Krywolt Post-Processed Shadow Determination for Composition of Depth Images
Karen Kuder Using Inverse Kinematics to Position Articulated Figures   home page
Paul Lalonde Representations and Uses of Light Distribution Functions Electronic Arts
Tony Tat Chung Lau A Programming Library for the Construction of 3-D Widgets
Anne Lavergne Computer Vision-based Head Orientation Tracking SFU-Burnaby

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.

Cedric Lee MSc.: Somewhere
Gene S. Lee MSc.: RASP: Robotics and Animation Simulation Platform; Ph.D.: Instructor at UBC home page
Robert R. Lewis Light-Driven Global Illumination with a Wavelet Representation of Light Transport Assistant Professor at WASU
Ning Li Retrieving Camera Parameters from Real Video Images      
Lili Liu Shade from Shading      
Yushuang Liu        
Arthur Louie Computer Graphics   homepage alouie@cs
Gary L. MacIsaac Priming the Cognitive Pump: Implicit Memory and Navigating Multiple Window Interfaces
Kirk Marple Overview of Multimedia Application Development
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 page
Daniel Meneveaux

Pattern formation and growth in Mammalian Models

Image-based rendering and Augmented Reality

Assistant Professor in France home page
Steven Page Computer-Mediated Communication in a Software Engineering Project Course   home page

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.
Michael Penn A Visualization of an Experiment on a Shake Table      
Brain Pidcock Microcomputers in Psychological Experimentation, Headturn: A Case Study
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
Dragana Radulovic     ~dragana dragana@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 Animation
Chris A. Romanzin Aspects of Image Reshading Discreet (Montreal)
Robert G. Scharein Interactive Topological Drawing UBC home page
Adrian Secord Non-Photorealistic Rendering and Animation   ~ajsecord ajsecord@cs
A hatched tiger

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
Beau Skinner     ~mskinner mskinner@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 Pixar
Valerie Summers The Virtual Hand Lab: An Experimental System for Studying Human Perception and Performance Company in Boston home page

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
Kimberly Tee     ~ktee ktee@cs
Joanne M. Thiel Interactive Manipulation of Virtual Folded Paper
Matthew Thorne Computer Graphics ~mthorne thorne@cs
Tien Truong Computer Graphics      
Vadym Voznyuk     homepage pirks@cs
Rob Walker Ph.D.: Contextual Programming; M.Sc.: Integrating Simulation and Animation Software through a Generic Computational Engine University of Alberta home page

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 page
Lifeng Wang Multi-Resolution Surface Approximation for Animation Researcher at UBC home page
David Westrom     ~westrom westrom@cs
Carolyn Wick The Importance of Team Skills for Software Development Pivotal Software
Matt Williams Information Visualization ~mwill mwill@cs
David Wong Multiresolution Surface Construction for Hierarchical B-Splines
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.

Mike Xue     ~mxue mxue@cs
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 Scans