This page lists my general research interests, and includes links to specific project web pages. If you are interested in working with me on any of these projects, or on something else, then there are some rules that you need to be aware of before you contact me.

My research interests fall broadly into four categories: biological modeling, art-motivated interaction and rendering, human-robot interaction, and surface modeling.

Biological modeling

In biological modeling I look at how geometry and topology can be used to analyze, and measure, the relationship of shape to function for a range of structures such as hearts and joints, and in brain development and in bat sonar. Human-computer interaction is a necessary component of my research in these areas because it is the human’s domain knowledge in biology that we are tapping into when designing algorithms and techniques. For biologists, simply creating a mathematical model of their data is only part of the story — ideally, these models should explain biological function and drive the development of new hypothesis. This is the aspect of biomechanical research that I find truly captivating: advancing biological knowledge through the application of domain-specific computation and algorithms. To come: 3D image segmentation, brain development

Mesh processing and shape analysis sourcecode and tools that I've made available via Sourceforge.

Art-based interaction and rendering

This area is often called non-photorealistic rendering, although I am less interested in duplicating traditional media on the computer and more interested in capturing the artistic design process, and in developing the computer as a new art form. Over the years artists have developed a loose set of rules and traditions that enable them to effectively convey information to viewers. Many of these rules and traditions have been developed by "reverse engineering" the human visual and cognitive systems. I am working on ways to quantify these decisions in a computationally tractable form. The first step is to develop techniques that enable artists to manipulate images and models in ways that are more closely related to the types of decisions they make. The second step is to automate parts of the decisions process, enabling anyone to more effectively convey their own information.

To come: 3D paintings, abstract rendering, 3D sketching

Human-robot interaction

Coming soon

Lewis the robot photographer

Cooperative robot tasks

Subtle gaze direction

Subtle gaze direction is a fairly simple technique that takes advantage of the way the human visual system works to guide visual focus around an image without using overt cues that the user consciously sees. At any given time we are only attending to a very small portion of our high-resolution visual field (the fovea) - about the width of your thumb held at arm's length. Your eye saccades around the scene, jumping from point to point, based on a variety of cues. Your brain integrates this into one seamless image. One cue the brain uses is motion. By simply modulating a portion of the image in the peripheral vision (and turning it off before the eye saccades to that location) it's possible to direct someone's gaze to that location. This cue is largely subconscious, so in effect, it is possible to "drive" someone's gaze around an image. We apply this technique to a variety of applications, both to help a user perform a task and to see how visual attention affects other cognitive functions such as recall.

Coming soon: Using subtle gaze direction to direct someone's gaze around a scene for teaching art history, locating objects, and mammogram readings

Surface Modeling

I am primarily interested in the representation, creation, and comparison of complicated, organic shapes. To date, most of the more interesting free-form models are made by scanning in 3D shapes. Creating complicated shapes from scratch on the computer has proved to be a difficult task. There has been some progress in quickly sketching simple blobby models, and some beautiful work in sculpting and sketching of implicit models and editing of mesh models. I have developed a novel analytical surface representation, based on manifolds, that supports free-form editing, and sketch and widget-based tools for editing these, and other, surfaces. The heart of this representation is the ability to build complicated surfaces by locally specifying the desired shape, then blending the results together.

MRI, CT, and Ultra sound all provide methods for visualizing the internals of human bodies. While visualization is useful, building full 3D models of the data opens up a potentially huge array of diagnostic tools, ranging from physical simulations to detailed comparisons of anatomical differences. Unfortunately, at the moment it is a very time-consuming process to produce these models, requiring a great deal of human intervention. I am working on ways to automatically extract these models, or speed up the manual segmentation process, taking advantage of the fact that we know the anatomy the data represents. This involves representing not only the basic shape, but how that shape can deform across the population.

I also have developed a large number of shape analysis tools that I've made available via Sourceforge.


While at Microsoft I worked in the area of facial animation.