Research is a very important part of my development process. Each of the projects listed on this page were conducted during an incubation phase for at least one larger project (listed in my software projects section).
Each research project is designed to answer fundamental design or technical questions, and to do so as cheaply and quickly as possible.
For additional information related to forward research, including papers and presentations, please refer to the papers and patents categories of this site.
| | | | | | | I began researching stereoscopic 3D technologies in early 2003. Since then, I have authored several papers and patents, consulted on several stereoscopic videogames and films, and developed several new technolo...
read more  | | | | | | | | | | | | Project Natal is my current project of focus at Microsoft. I cannot disclose any specifics of my work on the project, so let me simply direct you to a few locations with more information:
read more  | | | | | | | | | | | | For the past several years I've been interested in SIFT, SLAM/PTAM, and a host of other CV techniques. Most recently, I've been spending small amounts of spare time investigating a few potential improvements to...
read more  | | | | | | | | | | | | A simple emulation server for single or small group exploration of World of Warcraft game assets. This is just a spare time project I started to learn more about the network communication in use by the game.
read more  | | | | | | | | | | | | Realistically modeling the subsurface interactions of light with microfacets is too costly to calculate in real time. As a consequence of this, I have designed a very simple method for roughly simulating some o...
read more  | | | | | | | | | | | | This is the result of me tinkering with the way Vision handles parallax mapping. I was attempting to provide for steeper viewing angles, and depth-correct silhouettes without increasing the geometry count. The ...
read more  | | | | | | | | | | | | Vision 2.0 uses an upgraded version of the Vision 1.0 renderer. Similar to Vision 1.0, the Vision 2.0 renderer is packet based but adds full support for material systems and shader model 3.0.
read more  | | | | | | | | | | | | Photon mapping is one approach to global illumination. Using a monte-carlo sampling method, a significant performance improvement is realized with an acceptable (and often unnoticable) degredation in lighting q...
read more  | | | | | | | | | | | | This tool was designed for motif detection in upstream regions of yeast DNA. I co-wrote this tool for a project course at my university.
read more  | | | | | | | | | | | | One of the primary features of Project X is its lightmapping support. The static lightmaps are generated using the LightX tool and can be calculated in a number of ways. One of the lighting methods used incorpo...
read more  | | | | | | | | | | | | I've been experimenting recently with a beagle board for the purposes of porting my Render operating system over to its architecture. The process has been a bit slow due to other more pressing projects, but I h...
read more  | | | | | | | | | | | | The terrain system in Vision features a fully (dynamically) deformable terrain. With this feature, players can see visible changes in the world based on their actions.
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