Research
Spring 2005
Rensselaer Polytechnic
Institute
Troy, NY
Advanced
Physics Simulation Research
II
Advisor:
Jeff Trinkle
Continued development on the Physics Simulator started
in 2004.
Research
Spring
2005
Rensselaer Polytechnic Institute
Troy, NY
Advanced
Cross-Genre and Cross-Platform Game Engine Design
Advisor:
Marc Destefano
This
R&D project was
aimed at optimizing the design of a cross-genre game
engine, such that it could be used to create
games of any genre, yet still perform as well as an engine optimized for a
single genre,
without being cumbersome.
Research
Spring
2005
Rensselaer Polytechnic Institute & Wadsworth Research Lab
Troy, NY
Image
Processing Independent Study
Advisor:
Qiang Ji
This was
an R&D Project aimed at creating a C++ library
usable for tracking edges, contours, objects, etc. in image sets.
Research
Fall 2004
Rensselaer Polytechnic Institute
Troy, NY
Advanced
Physics Simulation Research
Advisor:
Jeff Trinkle
Was one of two lead developers on a from-the-ground-up
C++ Physics Simulator project for the accurate
simulation of planar systems of bodies experiencing unilateral contacts with friction.
Research
Fall 2004
Rensselaer Polytechnic
Institute
Troy, NY
Distributed
Haptic Feedback Networks Research
Advisor:
Suvranu De
Developed
a physics based distributed haptic feedback system for use over computer
networks such as the internet.
Research
Fall 2004
Rensselaer Polytechnic
Institute
Troy, NY
Minds &
Machines – AI/Robotics
Advisor:
Bram van Huelven
Led and mentored a team during the development of an autonomous robot with the ability to solve
any theoretically solvable instantiation of the Wumpus World problem.
See http://www.cs.rpi.edu/~roghab/research/minds_and_machines_ai_robotics_urp.doc
for an in-depth explanation.
Award
Fall 2003
Won first place in the 6th
annual Minds & Machines Lego Robot Competition.
See: http://www.rpi.edu/~khemls/mm/index.html
for a description of the competition and our Robot.
Research
Advanced
Parallel Simulation Research Project
Continued development of the 3D engine I
developed during the first two independent studies, specifically
investigating my research interests in parallel simulation.
·
Created a new lighting
algorithm to compute accurate lighting from arbitrarily complex polygonal or
non-polygonal area light sources in real time (Generates Accurate
Soft-Shadows).
·
Developed a “Dynamic Pipeline
Reordering Algorithm” to dynamically reconfigure the execution order of
engine pipeline stages and sub stages on the fly, on a per-frame basis, in
order to maximize parallelism and pipeline efficiency and minimize
execution-bubbles resulting from uneven pipeline latencies.
·
Developed a hybrid
async/synchronous multithreading architecture, with an emphasis on
scalability (100+ CPUs)
Research
Advanced 3D Engine
Development Independent Study
Continued engine development where the
first independent study left off; Began advanced research into topics which
truly caught my interest as exciting and challenging problems: Efficient
Stenciled Shadow Volumes, Real Time Soft Shadows, High Dynamic Range
Processing, Efficient HDR Global & Dynamic Lighting, Real Time HDR
Texture Usage, Highly Efficient Parallel Execution and GPU Programmability as
a problem solving tool.
Research
3D Engine
Development Independent Study
Developed a first person 3D engine using
C++ and x86 Assembly along with the OpenGL and DirectX API’s atop the Win32
platform, integrating knowledge and ideas from real-time 3D Graphics,
efficient Data Structures, real-time Algorithms, Parallel Processing, API Design,
Human Computer Interaction, etc.
·
Extensively researched proven
implementations in each of these areas; always contemplating novel ideas for extending
these implementations to better suit the needs of the system and or overcome
problems; for example:
·
Developed the entire engine
framework including a hierarchical culling algorithm utilizing a novel
approach to the now
popular Portal/Sector data structure (which was
unknown to me at the time) and a pre-computed potentially-visible-set, providing efficient visibility-culling and an extremely flexible system for organizing world space and object/world interaction.