I have published ten peer-reviewed computer graphics papers and two book chapters, in addition to three papers in other fields. Much of my earlier work, including that for which I received my Master's degree, concentrated on mesh decimation/simplification. Decimation algorithms convert a high-resolution triangle mesh, to an approximation mesh with fewer triangles (often a few percent of the original). The time required to display a mesh is proportional to the number of triangles; therefore computers will be able to display such simplified meshes much faster than the originals. This is important with the increasing use of 3D scanners to generate meshes from physical objects; often these meshes are in signficantly larger detail than necessary.

My later work (including my Ph.D. thesis) concentrated on rendering, which is the term for the process of generating a final image from a given description of the world. In particular, I was interested in algorithms to allow a designer to exercise creative control over the appearance and detail of the rendered scene, especially with respect to shadows and global illumination.

As a “detour and frolic,” I collaborated with Zafer Barutçuoglu to apply a method (which we termed “Bayesian Aggregation”) for hierarchical classification of datasets. We start with a labelled hierarchical example dataset – for example one of 3D models that are labeled “Animal,” “Bird,” “Eagle,” “Duck,” etc. Then, given a new unlabeled example, we predict which classes this example should be classified as. Our contribution is to do so in a way that takes advantage of the hierarchy information (for example, if an object is an Eagle and an Animal, it must also be a Bird). We applied this to shapes, music genres, and protein function, significantly improving overall accuracy.

Density-based Outlier Rejection in Monte Carlo Rendering
Pacific Graphics (September 2010)
Rendering Filters for Controlling Detail and Creating Effects
Ph.D. Thesis (June 2009)
Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders
Chapter in ShaderX7, published by Charles River Media (March 2009)
Advanced Interactive Medical Visualization on the GPU
Journal of Parallel and Distributed Computing (October 2008)
Implementing Real-time Mesh Simplification Using the GPU
Chapter in ShaderX6, published by Charles River Media (March 2008)
Bayesian Aggregation for Hierarchical Classification
Princeton Computer Science Techincal Report TR-785-07
Subtractive Shadows: A Flexible Technique for Shadow Level-of-Detail
Journal of Graphics Tools (March 2008)
Technical Report 
Bayesian Aggregation for Hierarchical Genre Classification
International Symposium on Music Information Retrieval 2007
Stylized Shadows
Symposium on Non-photorealistic Animation and Rendering 2007
Real-time Mesh Simplification Using the GPU
Symposium on Interactive 3D Graphics 2007
Inverse Shade Trees for Non-Parametric Material Representation and Editing
Hierarchical Shape Classification Using Bayesian Aggregation
Shape Modeling International 2006
Files: 4-Page Tech Report, Conference Presentation, Princeton Shape Benchmark
Pose-independent Simplification of Skeletally Articulated Meshes
ACM Symposium on Interactive 3D Graphics and Games 2005
Files: Conference Presentation, General Exam Presentation, Demo Movie
Efficient Implementation of Real-time View-dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics (May-June 2004)
XFastMesh: Fast View-dependant Mesh Simplifcation from External Memory
IEEE Visualization Conference 2002
Files: Conference Presentation, XFastMesh Demo Movie
A Modular Client-Server Discrete Event Simulator for Networked Computers
Proceedings of the 35th Annual Simulation Symposium (April 2002)
A General Purpose Discrete Event Simulator
Symposium on Performance Evaluation of Computer and Telecommunication Systems (July 2001)