Research
My research interests lie at the intersection of computer graphics, computer vision, and simulations. Here are some of the research topics I have explored in depth.

Neural Networks

Deep learning fundamentals, forward/backward propagation, and optimization.

Neural Networks
  • Mathematical foundations of neural networks including forward propagation, backpropagation, and gradient descent.
  • Comprehensive study of activation functions, loss functions, and optimization algorithms.
  • Analysis of regularization techniques including L1/L2 regularization and dropout for preventing overfitting.
  • Theoretical understanding of training dynamics, convergence, and generalization in deep learning systems.
Neural Networks Deep Learning ML CNN

Mesh Representations

A review of commonly used mesh representations and their trade-offs.

Mesh Representations
  • Comprehensive analysis of mesh data structures including face-based, edge-based, and vertex-based representations.
  • Memory consumption and performance trade-offs between adjacency lists, indexed face sets, and connectivity structures.
  • Edge-based representations: winged-edge, half-edge, and directed-edge data structures for efficient mesh traversal.
  • Render-optimized approaches including corner tables and hybrid geometric-topological representations.
Computational Geometry Data Structures Topology

Monte Carlo Light Transport

Light transport, Monte Carlo methods, and MCML.

Monte Carlo Light Transport
  • Deep dive into radiometry, light transport theory, reflectance distribution functions, and Monte Carlo methods.
  • Comprehensive study of the Monte Carlo Multi-Layered (MCML) algorithm for accurate simulation of photon propagation.
  • Theoretical foundations of subsurface scattering and the radiative transfer equation.
  • Analysis of material properties and their effects on light transport in complex mediums.
Light Transport Monte Carlo Methods MCML BRDF Subsurface Scattering

Skin Rendering

Real-time physically-based skin rendering with subsurface scattering.

Skin Rendering
  • Advanced shading techniques for real-time rendering of human skin combining surface reflection and subsurface scattering.
  • Implementation of physically-based reflectance models including Kelemen/Szirmay-Kalos specular BRDF and Cook-Torrance approximations.
  • Screen-space and texture-space diffusion approaches for real-time subsurface scattering using Gaussian approximations.
  • Translucency effects and transmittance modeling using translucent shadow maps and attenuation functions.
BRDF BSSRDF Subsurface Scattering Real-Time Rendering Physically-Based Rendering