UPDATE: I have successfully defended my thesis and will be starting work at NVIDIA in December 2007.
UPDATE: In May 2012, I left NVIDIA to join a startup: YourMechanic
|from my real-time subsurface scattering work: We developed an image-space algorithm for rendering deformable translucent objects at interactive frame-rates. These images were rendered at about 32 frames per second. The geometric complexity of the object has no effect on the rendering speed. This work is currently under publication.|
|from my real-time caustics rendering work: These images were rendered using Caustics Mapping, our real-time caustics rendering algorithm. The caustics map consists of photon footprints deposited by the refracted light after passing through a transparent object. The expensive refracted ray/scene intersection computation is formulated as a root finding problem and solved analytically. This work has been published in IEEE Transactions on Visualization and Computer Graphics (TVCG). project page|
|a BRDF viewer: written using my real-time renderer. It takes a discrete measured BRDF and assembles a look-up table texture that can be used to render an arbitrary object with the BRDF in real-time. The full 4D BRDF is stored into a 2D texture using a simple projection technique. These images were generated using Matusik's BRDFs|
|Interval Mapping: our per-pixel displacement mapping algorithm. It utilizes the Secant root finding method, which convergers faster than the bisection method used by Relief Mapping. This work has been published in Journal of Graphics Tools.|