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[Graphics] [Physics] [Speaker Bios]

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Speakers

The speakers at the Game Technology Seminars are leaders in their fields, whether academics or engineers. Speakers are carefully chosen to match expertise with the topics and themes of the seminars.

David Wu
Leonidas Guibas
Van Emden Henson
David Baraff
Sean Barrett
Jonathan Blow
Tony DeRose
Mathieu Desbrun
Ron Fedkiw
Nick Foster
Igor Guskov
Chris Hecker
Christoph Hoffmann
Jeff Lander
Casey Muratori
James O'Brien
Ken Perlin
Peter Schröder
Brian Sharp
Jos Stam
Everybody
Subhash Suri
Henry Moreton
Doug James



 
David Wu David Wu is a programmer at Pseudo Interactive. He is currently searching for ways to exploit the great body of research dedicated to dynamic simulation of physical systems.
Lectures:

Deformable Body Techniques for Cartoon Simulation,
     January 31, 2001, 2:30 PM to 3:30 PM (1 hour)



 
Leonidas Guibas
Professor Guibas heads the Geometric Computation group in the Computer Science Department of Stanford University. He is a member of the Computer Graphics and Robotics Laboratories. He works on algorithms for sensing, modeling, reasoning, rendering, and acting on the physical world. Professor Guibas' interests span computational geometry, geometric modeling, computer graphics, computer vision, robotics, and discrete algorithms --- all areas in which he has published and lectured extensively. Current activities focus on animation, collision detection, efficient rendering, motion planning, image data-bases, and molecular simulations. Leonidas Guibas obtained his Ph.D. from Stanford in 1976, under the supervision of Donald Knuth. His main subsequent employers were Xerox PARC, MIT, and DEC/SRC. He has been at Stanford since 1984 as Professor of Computer Science. Professor Guibas was recently elected an ACM Fellow.
Lectures:

Randomized Geometric Algorithms,
     February 2, 2001, 3:00 PM to 4:00 PM (1 hour)



 
Van Emden Henson leads the Numerical Methods Group in the Center for Applied Scientific Computing at Lawrence Livermore National Laboratory. His research interests focus on algebraic multigrid (AMG) and AMG on massively parallel computers. In addition, he works on nonlinear methods, especially nonlinear multigrid methods. Prior to joining the staff at LLNL, Van was on the mathematics faculty at the Naval Postgraduate School. Van is the coauthor, with Bill Briggs and Steve McCormick, of the second edition of Briggs' book, A Multigrid Tutorial. He and Bill Briggs previously coauthored the book The DFT: An Owner's Manual for the Discrete Fourier Transform. Prior to mathematics, Van worked as a geophysicist in oil exploration, and before that as a stage director and designer.
Lectures:

PDE Integration Techniques, Part 1: Basics and Iterative Solvers,
     January 30, 2001, 11:00 AM to 12:00 PM (1 hour)
PDE Integration Techniques, Part 2: Multigrid,
     January 30, 2001, 1:00 PM to 2:00 PM (1 hour)



 
David Baraff joined Pixar Animation Studios in 1998 as a Senior Animation Scientist in Pixar's research and development group. Prior to his arrival at Pixar, he was an Associate Professor of Robotics, and Computer Science at Carnegie Mellon University. David Baraff received his Ph.D. in computer science from Cornell University. Before and during his graduate studies, he also worked at Bell Laboratories' Computer Technology Research Laboratory doing computer graphics research, including real-time 3D interactive animation and games. After receiving his Ph.D. in 1992, he joined the faculty of Carnegie Mellon University. In 1995, he was named an ONR Young Investigator. His research interests include physical simulation and modeling for computer graphics and animation.
Lectures:

Subtleties in Cloth Simulation and Integration,
     January 31, 2001, 10:45 AM to 12:00 PM (1.25 hours)
Fracture, Tearing, Collision, Contact Manifolds, and Mixing Simulations Discussion,
     January 31, 2001, 4:00 PM to 4:45 PM (45 minutes)



 
Sean Barrett worked for six years at Looking Glass Studios; along with programming contributions to four other games, he created the graphics technology used for the Thief series as well as System Shock 2. Sean also presented at the HardCore Technical Seminars in 1999.
Lectures:

Are Curved Surfaces Ever Worth It? A Visual Complexity Argument,
     February 2, 2001, 10:30 AM to 11:30 AM (1 hour)
State of the Art in Alternative Geometry Representations & Peer Discussion on the Future of Geometry,
     February 2, 2001, 5:45 PM to 7:00 PM (1.25 hours)



 
Jonathan Blow is co-founder and lead game programmer at Bolt Action Software in San Francisco, California.
Lectures:

When is Geometry Important? The Art & Science of LOD Metrics,
     February 2, 2001, 12:45 PM to 1:45 PM (1 hour)



 
Tony DeRose is currently a Senior Scientist at Pixar Animation Studios. He received a BS in Physics in 1981 from the University of California, Davis; in 1985 he received a Ph.D. in Computer Science from the University of California, Berkeley. He received a Presidential Young Investigator award from the National Science Foundation in 1989. In 1995 he was selected as a finalist in the software category of the Discover Awards for Technical Innovation. In 1998, he was a major contributor to the Oscar winning short film "Geri's game", and in 1999 he received the ACM SIGGRAPH Computer Graphics Achievement Award. From September 1986 to December 1995 Dr. DeRose was a Professor of Computer Science and Engineering at the University of Washington. He has served on various technical program committees including SIGGRAPH, and from 1988 through 1994 was an associate editor of ACM Transactions on Graphics. To date, Dr. DeRose has written more than 50 scientific papers, 8 patent applications, and one book. His research has focused on mathematical methods for surface modeling, data fitting, and the use of multiresolution techniques. Recent projects the use of subdivision surfaces in character animation and the construction of animation controls for expressive characters.
Lectures:

Subtleties of Subdivision,
     February 1, 2001, 1:15 PM to 2:15 PM (1 hour)



 
Mathieu Desbrun is an assistant professor in Computer Science at the University of Southern California (USC), and a faculty member at Caltech where he held a post-doctoral position from '98 to '99. He received his Ph.D. in Computer Graphics and Vision in '97 in Grenoble, France, after being awarded an engineering degree in Computer Science with distinction. His main research focus is physically-based animation and modeling. He is particularly interested in designing efficient and robust techniques using irregular sampling. He is currently the head of the Graphics Immersion lab.
Lectures:

Smoothed Particles and Adaptive Simulation,
     January 31, 2001, 4:45 PM to 5:45 PM (1 hour)



 
Ron Fedkiw
After obtaining a Ph.D. in Applied Mathematics at UCLA, he spent time as a member of both the UCLA Mathematics Department and the Caltech Aeronautics Department before joining the Stanford Computer Science Department. The work at UCLA and Caltech was focused on the design of new algorithms for a large variety of application areas mostly related to computational fluid dynamics. Sponsored by the Office of Naval Research (ONR) at UCLA and the Department of Energy (DOE) at Caltech, this work led to strong collaborative relationships with a number of scientists at the national laboratories including both Los Alamos National Laboratory (LANL) and Lawrence Livermore National Laboratory (LLNL). Besides the Department of Defense related work, he has been active in both computer graphics and image processing including 2 years of consulting with Arete Entertainment and 1 year of consulting with Centropolis FX.
Lectures:

Fluid Interface Tracking Methods,
     January 30, 2001, 3:45 PM to 4:45 PM (1 hour)
Fluid Wrapup, Survey of Simplifications for Special Effects, Peer Discussion,
     January 30, 2001, 6:00 PM to 7:00 PM (1 hour)



 
Nick Foster is a member of Pacific Data Image's (PDI) Research and Development department. A graduate from the University of Pennsylvania, Foster holds a Ph.D. in Computer Science with an emphasis on animating liquids and gases. A recognized expert in the field of animating water for computer graphics, Foster has published several academic papers on the subject, and received a 1998 Technical Achievement Award from the Academy of Motion Picture Arts and Sciences recognising his work. Prior to pursuing his graduate degrees in the United States, Foster worked as a detector systems developer at a nuclear power station in Grenoble, France.
Lectures:

Implementing a Liquid Simulator,
     January 30, 2001, 2:30 PM to 3:30 PM (1 hour)



 
Igor Guskov is currently a Research Fellow at the Caltech Department of Computer Science. His research interests lie in the general area of multiresolution methods for efficient processing of meshes representing complex geometric shapes. He received his BS degree from Moscow State University, and his PhD in applied mathematics from Princeton University. In his thesis Igor introduced ``irregular subdivision'', a crucial component for building wavelet representations on irregular mesh hierarchies. This wavelet transform is very useful for denoising, enhancement, filtering, and editing of irregular meshes. More recently, he co-invented Normal Meshes and a remeshing procedure producing meshes whose geometry is represented with just one float per vertex. These meshes are ideally suited for further compression. Igor is also interested in interactive geometry creation and applications of wavelets in scientific computing. Among many other venues he has published several papers in Siggraph.
Lectures:

Mesh Signal Processing Algorithms and Applications,
     February 1, 2001, 2:15 PM to 3:15 PM (1 hour)
Normal Meshes and Displaced Subdivision Surfaces: Overview, Comparison, and Discussion as Next Modeling/Rendering Primimitve ,
     February 1, 2001, 4:30 PM to 5:45 PM (1.25 hours)



 
Chris Hecker is co-founder of the Game Technology Seminars. He's the Technical Director of definition six, inc., a small game company working on high end physics simulation in games, and the Editor-at-Large of Game Developer Magazine.
Lectures:

PDEs for Modeling Continuum Effects,
     January 30, 2001, 9:15 AM to 10:00 AM (45 minutes)
Numerical Solution of PDEs: Discretization, Meshing, & Simulation,
     January 30, 2001, 10:00 AM to 10:45 AM (45 minutes)
Equations and Variables of Fluid Dynamics,
     January 30, 2001, 2:00 PM to 2:30 PM (30 minutes)
Fluid Wrapup, Survey of Simplifications for Special Effects, Peer Discussion,
     January 30, 2001, 6:00 PM to 7:00 PM (1 hour)
Advanced Techniques for Mass-Spring Simulations Survey and Discussion,
     January 31, 2001, 3:45 PM to 4:00 PM (15 minutes)
Geometry as a Mathematically Manipulatable Object,
     February 1, 2001, 10:30 AM to 10:45 AM (15 minutes)



 
Christoph Hoffmann
Before joining the Purdue faculty, Professor Hoffmann taught at the University of Waterloo, Canada. He has also been visiting professor at the Christian-Albrechts University in Kiel, West Germany (1980), and at Cornell University (1984-1986). His research focuses on geometric and solid modeling, its applications to manufacturing and science, and the simulation of physical systems. The research includes, in particular, research on geometric constraint solving and the semantics of generative, feature-based design. Professor Hoffmann is the author of Group-Theoretic Algorithms and Graph Isomorphism, Lecture Notes in Computer Science, 136, Springer-Verlag and of Geometric and Solid Modeling: An Introduction, published by Morgan Kaufmann, Inc.
Lectures:

Numerical Accuracy in Discrete Geometry Operations,
     February 2, 2001, 4:00 PM to 5:00 PM (1 hour)



 
Jeff Lander is co-founder of the Game Technology Seminars. Jeff co-founded Darwin 3D, LLC, where he pursues game and interactive development. Jeff has been the Graphic Content Columnist for Game Developer Magazine since 1998.
Lectures:

State of the Art in Curved Surface Representations,
     February 2, 2001, 9:15 AM to 10:15 AM (1 hour)



 
Casey Muratori is the lead developer on Granny, RAD Game Tools' licensable character animation system and 3D toolkit.
Lectures:

Survey of Mathematical Features Required by Games, Peer Discussion,
     February 1, 2001, 6:00 PM to 7:00 PM (1 hour)



 
James O'Brien is an Assistant Professor in the EECS department of the University of California's Berkeley campus. His primary area of research involves the physically based simulation of complex deformable systems to generate motion for use in computer generated animation. James received his Doctorate in Computer Science from the Georgia Institute of Technology.
Lectures:

Solid Body PDEs: Formulation & Discretization,
     January 31, 2001, 9:15 AM to 10:30 AM (1.25 hours)
Fracture, Tearing, Collision, Contact Manifolds, and Mixing Simulations Discussion,
     January 31, 2001, 4:00 PM to 4:45 PM (45 minutes)



 
Ken Perlin is an Associate Professor in the Department of Computer Science and the director of the Media Research Laboratory at the Courant Institute of Mathematical Sciences of New York University. He is also the director of the NYU Center of Advanced Technology, sponsored by the New York State Science and Technology Foundation. He completed his Ph.D. in 1986 from the New York University Department of Computer Science. His dissertation received the Janet Fabri award for outstanding Doctoral Dissertation. He received his B.A. in theoretical mathematics at Harvard University in 1979. His research interests include graphics, animation, and multimedia. In 1991 he was a recipient of a Presidential Young Investigator Award from the National Science Foundation. In 1997 he was a recipient of a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television. Dr. Perlin was Head of Software Development at R/GREENBERG Associates in New York, NY from 1984 through 1987. Prior to that, from 1979 to 1984, he was the System Architect for computer generated animation at Mathematical Applications Group, Inc., Elmsford, NY. TRON was the first movie for which his name got onto the credits. He has served on the Board of Directors of the New York chapter of ACM/SIGGRAPH, has been a member of ACM and ACM SIGGRAPH, and has been a senior reviewer for a number of technical conferences.
Lectures:

Multi-scale Animation and Geometry Processing,
     February 1, 2001, 3:30 PM to 4:30 PM (1 hour)



 
Peter Schröder is currently on the faculty at Caltech's Computer Science department where he directs the Multi-Res Modeling Group. For the past seven years his research has focused on applications of multiresolution methods to many modeling and numerical simulation problems occurring in computer graphics and scientific computing. In particular he and his collaborators and students have developed wavelet methods for global illumination computations, new subdivision methods, hierarchical decompositions for arbitrary topology surfaces and most recently the best surface compression methods so far. His current research interests focus on Digital Geometry Processing, both its theoretical underpinnings and highly scalable algorithms for it. He is recognized worldwide as an expert in these areas and has received numerous honors for it. Most recently he was named a Packard Foundation Fellow.
Lectures:

Meshes > Subdivision > Wavelets > Signal Processing,
     February 1, 2001, 10:45 AM to 11:45 AM (1 hour)



 
Brian Sharp worked for CogniToy on the graphics, user interface, and physics technology for MindRover. He has since worked for 3dfx on various OpenGL drivers, and spends his time these days plotting his escape from Dartmouth College this coming June.
Lectures:

The Current State of the Art in Hardware Geometry Performance and Features, With Peer Discussion ,
     February 1, 2001, 9:15 AM to 10:15 AM (1 hour)



 
Jos Stam is currently a Research Scientist at Alias|wavefront's Seattle office. He was born in the Netherlands and educated in Geneva, Switzerland. He holds a PhD degree in computer science from the University of Toronto. His research interests cover most areas of computer graphics such as natural phenomena modeling, physics-based animation, rendering and shape modeling. He has published papers at SIGGRAPH and elsewhere in all of these areas.
Lectures:

Liquid and Gas Integration Schemes: Stability and Performance,
     January 30, 2001, 4:45 PM to 5:45 PM (1 hour)



 
Everybody
A key component of the Game Technology Seminars is audience interaction and peer discussion. All attendees are encouraged to raise issues, problems, and solutions on the topics at hand during the discussion sessions, Q&A, and the lectures.
Lectures:

Fluid Wrapup, Survey of Simplifications for Special Effects, Peer Discussion,
     January 30, 2001, 6:00 PM to 7:00 PM (1 hour)
Advanced Techniques for Mass-Spring Simulations Survey and Discussion,
     January 31, 2001, 3:45 PM to 4:00 PM (15 minutes)
Fracture, Tearing, Collision, Contact Manifolds, and Mixing Simulations Discussion,
     January 31, 2001, 4:00 PM to 4:45 PM (45 minutes)
The Current State of the Art in Hardware Geometry Performance and Features, With Peer Discussion ,
     February 1, 2001, 9:15 AM to 10:15 AM (1 hour)
Subtleties of Subdivision,
     February 1, 2001, 1:15 PM to 2:15 PM (1 hour)
Normal Meshes and Displaced Subdivision Surfaces: Overview, Comparison, and Discussion as Next Modeling/Rendering Primimitve ,
     February 1, 2001, 4:30 PM to 5:45 PM (1.25 hours)
Survey of Mathematical Features Required by Games, Peer Discussion,
     February 1, 2001, 6:00 PM to 7:00 PM (1 hour)
Curved Surfaces Discussion,
     February 2, 2001, 11:30 AM to 11:45 AM (15 minutes)
Numerical Accuracy Peer Discussion,
     February 2, 2001, 5:00 PM to 5:30 PM (30 minutes)
State of the Art in Alternative Geometry Representations & Peer Discussion on the Future of Geometry,
     February 2, 2001, 5:45 PM to 7:00 PM (1.25 hours)



 
Subhash Suri is a professor of Computer Science at University of California, Santa Barbara. Before coming to UCSB, he was an associate professor at Washington University in St. Louis, and a Member of Technical Staff at Bellcore. Subhash Suri received his Ph.D. in computer science from the Johns Hopkins University in 1987. His research interests include computational geometry, graphics, and networking. Currently, he is also working on design and analysis of electronic marketplaces.
Lectures:

Computational Geometry ,
     February 2, 2001, 1:45 PM to 2:45 PM (1 hour)



 
Henry Moreton joined NVIDIA in the fall of 1998 as a member of the architecture group. From 1984 to 1998 he worked at Silicon Graphics. In 1992 he received a Ph.D. from the University of California, Berkeley. He has published in the areas of curve and surface modeling, rendering, texture mapping, video and image compression, and unmanned submarine control. He has patents issued and pending in the areas of optics, video compression, graphics, system and CPU architecture, and curve & surface modeling & rendering. Current interests include alternative representations for geometry, API design and hardware architecture of programmable graphics devices.
Lectures:

Normal Meshes and Displaced Subdivision Surfaces: Overview, Comparison, and Discussion as Next Modeling/Rendering Primimitve ,
     February 1, 2001, 4:30 PM to 5:45 PM (1.25 hours)



 
Doug James is currently completing a Ph.D. at the University of British Columbia in the Institute of Applied Mathematics on efficient methods for interactive simulation of elastostatic models. He is generally interested in the use of mathematics in computer graphics and simulation.
Lectures:

Fast Simulation of Elastostatic Deformable Models,
     January 31, 2001, 1:30 PM to 2:30 PM (1 hour)



 
Rob Thacker is a post doctoral researcher in the Astronomy Department at U.C. Berkeley. He received his Ph.D. from the University of Alberta (1999) and holds a Masters degree in Mathematics from King's College, London (1993). His research focuses on the development and use of gravito-hydrodynamic algorithms for simulating galaxy formation at high resolution. He is a member of three international computational cosmology research collaborations.
Lectures:

Massive Scale Particle Simulations,
     January 31, 2001, 6:00 PM to 7:00 PM (1 hour)




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