Zoë J. Wood

Thesis work of my master's students

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Elleis Souza, 2021:
An Analysis of Real-Time Ray Tracing Techniques Using the VulkanĀ® Explicit API
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Jack Pietrok, 2021:
Real-time Stylized Rendering for Large-scale 3D Scenes
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Steven Pineda, 2021:
Exploring Material Representations for Sparse Voxel DAGs
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Joseph Johnson, 2021:
A Survey of Computer Graphics Facial Animation Methods:Comparing Traditional Approaches to Machine Learning Methods
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Kolton Yager, 2021:
GPU High-Performance Framework for PIC-like Simulation Methods Using the VulkanĀ® Explicit API
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Matthew Key, 2020:
EnVRment: Investigating Experience in A Virtual User-composed Environment
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Ian Meeder, 2020:
Intelligent Cinematic Camera Control for Real-Time Graphics Applications
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Amy Lewis, 2019:
Surveying Underwater Shipwrecks with Probabilistic Roadmaps
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Kirsten Mork, 2019:
Evaluating Creative Choice in K-12 Computer Science Curriculum
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Timothy Wong, 2019:
System Design and Analysis for Creating a 3D Virtual Street Scene for Autonomous Vehicles using Geometric Proxies from a Single Video Camera
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Audrey Waschura, 2017:
A Collaborative Web Application Framework for Least Cost Caloric Paths with Constrints on High Resolution Data
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Kyle Piddington, 2017 *primary advisor: Shinjiro Sueda*:
Eulerian on Lagranian Cloth Simulation
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Katie Davis, 2017:
Probabilistic Roadmaps for Virtual Camera Pathing iwth Cinematographics Principles
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Ian Dunn, 2016:
Procedural Generation and Rendering of Large-Scale Open-World Environments
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Lana Hodzic, 2016:
TRPINav: A System for Terrain, Route, Points of Interest, and Navigation
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Paul Sullivan, 2016:
Graph-Based Data Visualization in Virtual Reality: A Comparison of User Experiences
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Allen Korenevsky, 2016:
The Effects of Latency on 3D Interactive Data Visualizations
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Brent Williams, 2015:
Moxel DAGs: Connecting Material Information to High Resolution Sparse Voxel DAGs
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Taylor Woods, 2015:
Program Visualization: An exploration of graph based visualizations to assist in student learning and programmatic evaluation
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Forrest Reiling, 2014:
Toward General Purpose 3D User Interfaces: Extending Windowing Systems to Three Dimensions
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Kevin Schapanksy, 2014:
Jester: A Device Abstraction and Data Fusion API for Skeletal Tracking
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Susan Marano, 2014:
Smarticles: A Method for Identifying and Correcting Instability and Error Caused by Explicit Integration Techniques in Physically Based Simulations
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Erik Buckthal, 2014:
JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME
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Kendall Merriman, 2014:
Real-time 3d person tracking and dense stereo maps using GPU acceleration
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Tyler Casella, 2013:
Artist-Driven Fracturing of Polyhedral Surface Meshes
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Richard Steigerwald, 2013:
Computer Sketch Recognition
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Michael Buerli, 2013:
Radiance Caching with Environment Maps
PBCB image

Nicholas Feeney, 2013:
Point Based Approximate Color Bleeding With CUDA
interior CG scene

Ilya Seletsky, 2013:
Real Time Visibility Culling With Hardware Occlusion Queries and Uniform Grids
graphic of shark model and path

Katherine Blizard, 2013:
Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data
tree

Jennifer Hughes, 2013:
MisheardMe Oronyminator: Using Oronyms to Validate The Correctness of Frequency Dictionaries
lots of meshes

Robert Somers, 2012:
FlexRender: A distributed rendering architecture for ray tracing huge scenes on commodity hardware.
paper

compare

Ryan Schmitt, 2012:
GPU-Accelerated Point-Based Color Bleeding

compare Bunnies

Chris Gibson, 2011:
Point Based Color Bleeding with Volumes
paper

Terrain Imposters

Bill Hess, 2010:
Terrain Imposters
Bunny and spheres

Harrison McKenzie Chapter, 2010:
Textured Hierarchical Precomputed Radiance Transfer
video

ChlorophyllGlyphs

Daniel Medina, 2010:
Real-Time Visualizations of Ocean Data Collected by the NORUS Glider
poster

video

Energetic Paths

Andrew Tsui, 2009:
Energetic Path Finding Across Massive Terrain Data
Paper version

Kyle Haughey, 2009:
Boundless Fluids using the Lattice-Boltzmann Method
CG Ornamentation

Dustin Anderson, 2008:
Two-dimensinal Computer-generated Ornamentation using a user-driven global planning strategy
Paper version


Clean VRIP slice

Eric Firestone, 2008:
An Exploration of Hole Filling Algorithms
Paper version.

Normal Mapped Head

Mark Barry, 2007:
Direct Extraction of Normal Maps from Volume Data
Paper version.

Dragon hole fill image

Craig Povey, 2007:
Locating the Source of Topological Error in Reconstructed 3D Models

Paper version.


Matrix image

Jeremy Seeba, 2007:
Asynchronous Matrix Framework with Priority-based Processing


SFS vase image

Ryan Murphy, 2007:
Using Hybrid Approaches to Solve the Challenges of Shape from Shading

Paper version.


Oregon Trail

Jason Rickwald, 2007:
Continuous Energetically Optimal Paths Across Large Digital Elevation Data Sets


Interactive Thin Shells image

James Skorupski, 2006:
Interactive Thin Shells - an Interface for the Analysis of Physically Based Animation
Paper version.
A movie demonstrating the Interactive Thin Shells program


Particles image

Michal Fouquette, 2006:
Using Oriented Particle Systems to Visualize Time Varying Volume Data Sets


Origami Dog image

Robert Burgoon, 2005:
Discrete Shells Origami
A movie demonstrating the folding of the dog origami


Caloric Path image

Brian Wood, 2005:
Energetically Optimal Travel across Terrain: Visualizations and a New Metric of Geographic Distance with Archaeological Applications
Paper version.

If you are a Cal Poly student and interested in working on a Master's thesis with me, you may find this page has some helpful information.


* teaching - home *