Welcome to my website. I am Software Engineer at Meggitt Defense Systems / Firearms Training Systems in Atlanta, GA. I graduated from Purdue University in May 2006, majoring in Computer Science with a minor in Economics. This website showcases some of the projects I have completed for school, research, or just for fun. My career interests include 3D Computer Graphics and Virtual Reality.
 
FATS develops virtual training simulators for military and law enforcement clients.
I have worked with a team of engineers on our main CGI application, the
ITTC product, and other projects.
I work daily with Microsoft Visual Studio 2005, C++, and version-control software.
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The Purdue Aerial Robotics team has been working for several years to fly an unmanned helicopter
around waypoints and accomplish several missions including symbol recognition and building entry as part of the
AUVSI International Robotics Competition.
I am the lead developer of the HeliGraphics and HeliBrains applications for the Purdue Aerial Robotics System (PARS).
The applications provide a visual test-bed for displaying where the helicopter is located relative to other objects in the environment.
I completed the following tasks for these applications:
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| Video | A video of a bunny's normal map converting world-space normals to colors. | |
| Video | A video of a bunny's normal map converting eye-space normals to colors. |
  After taking Dr. Voicu Popescu's course in Fundamentals of Computer Graphics in Spring 2005, I was fortunate enough to get a position doing computer graphics research for him at the Computer Graphics and Visualization Lab. Under the guidance of Dr. Popescu and Dr. Chunhui Mei, our efforts at improving real-time reflection algorithms and non-pinhole camera models resulted in several papers described below.
Here are some other videos I made related to research. Some are cool while the others just show errors.
|   | Movie |  Description |
|     | movie | Shows an animated Vespa |
|     | movie | Shows an animated Vespa driving towards a goal |
|     | movie | Shows three animated Vespas driving with artificial intelligence |
|     | movie | Highlights an error with a glc mesh caused by some bad vertices at a pole of a sphere. |
|     | movie | Highlights an similar error with a glc mesh caused by some bad vertices at a pole of a sphere. |
|     | movie | Shows the same error with the glcs shown in wireframe. |
|     | movie | Shows the same error with only the glcs shown. |
|     | movie | This is an early version of the movie submitted to CVPR. It is also longer than the final movie. |
|     | movie | A scene viewed from a Pin-Hole Camera. |
|     | movie | A scene viewed from a single General Linear Camera. |
|     | movie | A scene viewed from another General Linear Camera. |
|     | movie | A scene viewed from two General Linear Cameras. |
|     | movie | A scene viewed from two General Linear Cameras with different base planes. |
|     | movie | A scene viewed from two Normalized General Linear Cameras, developed by Dr. Mei, with different base planes. |
|     | movie | A scene viewed from a Bilinear Camera. Jing Ye, also a member of the research team, developed the Bilinear Camera. |
|     | movie | Two animated teapots with deformations and rotations. |
|     | movie | A bunny hitting a plane and shattering. This never worked out as well as I wanted it too. |
|   | Movie |  Description |
|     | movie | A rotating bunny rendered in wireframe. Some z-buffering issues produced a neat effect, so I kept them in for the video. |
|     | movie | A rotating bunny rendered with Gouraud shading. |
|     | movie | A rotating bunny rendered with Phong shading. |
|     | movie | Perspective Texture-Mapped cube with shadows and projections shown on multiple cameras. |
|     | movie | Another path for the same scene. |
|     | movie | Same scene with rotating cube and no path. |
|     | movie | Image-based rendering of a room with a single reference image. |
|     | movie | The same room with a camera path. |
|     | movie | The same room showing the 18 reference cameras and 2 billboards with alpha channel transparency. |
|     | movie | Image-based rendering of the room with 18 reference images and 2 billboards with alpha channel transparency. |
|     | movie | This is a movie comparing software environment mapping and ray tracing a cube map. |
|     | movie | This is a movie showing an implementation of our billboarding technique for a cs434 class assignment. |
|     | movie | This is a reconstruction of a scene using an 8x8 lumigraph grid. |
|     | movie | This is a video of all the reference images for a 32x32 lumigraph grid. |
|     | movie | This is a reconstruction of a scene using an 32x32 lumigraph grid. |