Welcome to Chi Chen's homepage

 

ABOUT ME

 

I am currently a master student majoring in Computer Engineering (Digital Arts and Sciences) at the Univeristy of Florida and I am also working for the SurfLab.

 

My interest is in Graphics (geometric modeling, surface construction, real-time rendering techniques, and etc.) and GPU Computing.

 

I am applying for a intern / full-time position (graphics-related preferred). If you think my background matches your needs, please contact me via the the contact information provided on this page.

 

Here is my resume.

 

EXPERIENCE

 

Projects

 

iPASS (interactive Pixel-Accurate Shading of Surfaces)

iPASS (interactive Pixel-Accurate Shading of Surfaces) is a research project of SurfLab, University of Florida. It takes advantage of DX11 Tessellation Engine to simulate Reyes rendering to do pixel-accurate shading of Bézier surfaces.

 

Implementation of the paper "Enrichment Textures for Detailed Cutting of Shells (SIGGRAPH 2009)"

This project simulates a physical process of tearing a paper using the “Enrichment Texture” introduced in this paper. The values in this texture are continuous in its domain except the location of the crack. Enrichment texture is bound to the polynomial surface to determine how vertices move in 3D space by accessing to this texture and it is also used to simulate cutting details on the crack just using a coarse mesh.

 

Demos

 

Screen Space Ambient Occlusion in StarCraft II

This demo is a implementation of the Screen Space Ambient Occlusion (SSAO) technique used in the game StarCraft II according to the explanation in a SIGGRAPH 2008 game course “StarCraft II Effects & Techniques”.

 

Cube Mapping: Reflection & Refraction

This demo simulates a simple light reflection and refraction effect via cube mapping. The refraction effect here actually is a mixture of both pure refraction and reflection.

 

Geometry Instancing: Bézier Surface

This demo is an implementation of the paper “Jörg Peters, Leif Kobbelt, The Platonic Spheroids” to draw some sphere-like objects formed by multiple smoothly connected Bézier patches in GPU via geometry instancing.

 

Geometry Instancing: B-Spline Curve

This demo is a simple implementation of creating any-degree B-spline curve in GPU via geometry instancing

 

Art works

 

watch assembly animation

Car model (Ford Mustang 1964)

Cellphone model (NOKIA 3230)

 

COURSES TAKEN

 

Fall 2009: 

                   CAP 5705 - Computer Graphics

                   CAP 5805 - Computer Simulation

                   CAP 5416 - Computer Vision

 

Spring 2010:

                   CAP 6701 - Advanced Computer Graphics

                   COT 5405 - Analysis of Algorithms

                   CIS 6930 - Sparse Matrix

 

Fall 2010:

                   CIS 6930 - Interactive 3D Graphics and Physics

                   CIS 6905 - Individual Study ( directed by Dr,Jorg Peters )

                   CIS 6971 - Master Research ( directed by Dr.Paul Fishwick )

 
 
��ҳģ����ҳģ��