I am a Ph.D. student in the EE
department at Stanford. I work in
the Computer Graphics Lab, and my advisor is Pat Hanrahan. I am currently in the process of
writing my dissertation. My working title is A System for Real-Time
Procedural Shading on Programmable Graphics Hardware.
My latest research has been on real-time
programmable shading. The basic problem is that graphics hardware is
becoming more programmable, but also more difficult to use. Amazing
effects are possible, but they take a long time to create. Our solution is
to provide a shading
language to hide most of the difficulties of programming the hardware,
making the hardware much easier to use. One of the unique features of our
system is that we virtualize programmable graphics hardware by splitting
large computations into multiple passes. Here are two images captured from
interactive demos we created with our system:
Real-Time Programmable Shading
Textbook strike
Fish
See also: | paper about system, video about system, paper about compiling to register combiners, paper about compiling to multiple rendering passes. |
Before programmable shading, I worked with a group studying parallel graphics architectures. My main contribution was the development of a system for tracing scenes and analyzing graphics architectures. The latest version of our tracing software was placed into the public domain and can be downloaded. I also wrote an ubër-rasterizer for Argus, the group's parallel software renderer.
See also: | texture caching paper, bucket rendering paper. |