My fundamental academic background is in applied mathematics and computer science. I work in the general area of computer graphics: developing algorithms and building new tools that help people create and work graphically. At the University of British Columbia, I worked and published in non-photorealistic rendering: computer graphics inspired by fine art. At New York University, I spent some time working in physically-based modeling and simulation. More recently, I've been working on a project to algorithmically replicate how people prefer to look at 3D objects. Also, in collaboration with my colleagues at Adobe, I have been working on methods to help organize, map, and understand large media collections such as personal photograph collections or video libraries. In terms of technologies, I generally build my 2D/3D visualization and interaction software in C++ using OpenGL on whatever platform is convenient. For analysis, I generally use Matlab for numerics and Maple for mathematical manipulations. For rapid prototyping I have found Adobe's Flex and AIR environments to be useful. I also develop with Cocoa using Objective-C on the Mac, iPhone and iPad.
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