After receiving B.S. degrees in mathematics and computer science in 1995, I attended University of Washington and Carnegie Mellon University where I received a Ph.D. in computer science. In 2001, I joined the faculty at the Massachusetts Institute of Technology until leaving for Seattle in 2008 to join the Advanced Technology Labs at Adobe and the affiliate faculty at University of Washington. Today my research interests span the areas of computer animation and geometric modeling.
Selected Papers
Temporally coherent completion of dynamic shapes |
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Practical color-based motion capture |
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6D hands: markerless hand-tracking for computer aided design |
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Bounded biharmonic weights for real-time deformation |
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Simulating 2D Gaits with a Phase-Indexed Tracking Controller |
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Composite control of physically simulated characters |
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Motion fields for interactive character locomotion |
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Sketching clothoid splines using shortest paths |
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Dynamic Shape Capture Using Multi-View Photometric Stereo |
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Semantic Deformation Transfer |
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Deformable Object Animation Using Reduced Optimal Control |
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Linear Bellman Combination for Control of Character Animation |
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Contact-aware Nonlinear Control of Dynamic Characters
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Real-Time Hand-Tracking with a Color Glove |
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Real-time Control of Physically Based Simulations using Gentle Forces |
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Interactive Simulation of Stylized Human Locomotion |
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Articulated Mesh Animation from Multi-view
Silhouettes |
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Simulation of Human Motion Data |
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Guided Time Warping for Motion Editing |
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Multiobjective Control with Frictional Contacts |
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Real-Time Enveloping with Rotational Regression |
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Automatic Rigging and Animation of 3D
Characters |
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Practical Motion Capture in Everyday
Surroundings |
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Interactive Animation of Dynamic Manipulation |
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Inverse Kinematics for Reduced Deformable Models |
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Face Transfer with Multilinear Models |
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Mesh-based Inverse Kinematics |
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Style Translation for Human Motion |
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Adaptation of performed ballistic motion |
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Example-based control of human motion |
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Deformation transfer for triangle meshes |
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Continuous Capture of Skin Deformation |
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Motion Sketching for Control of Rigid-Body Simulations |
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Interactive Manipulation of Rigid Body
Simulations |
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Progressive Simplicial Complexes |
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Interactive Multiresolution Surface Viewing |