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ICCP 2010
The field of Computational Photography seeks to create new photographic functionalities and experiences that go beyond what is possible with traditional cameras and image processing tools.

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High Performance Graphics 2010
EGSR 2010
APGV 2010
Siggraph Asia 2010

 
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I have also done work in physically-based and photorealistic rendering. The focus of this work has been on developing realistic graphics algorithms that run in real-time, in particular physically-based BRDFs. My masters thesis was in this area Rendering Wavelength-Dependent Phenomena With Spherical Harmonics.

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ill titleWelcome

My name is Cliff Lindsay and I am a 4th year Computer Science Ph.D. student candidate at Worcester Polytechnic Institute (WPI)in the state Massachusetts, USA. My research interest and focus is in Computational Photography, Real-time rendering, and graphics hardware architectures. My work at WPI is supported by government funding via a GAANN Fellowship.

Currently I am working on 3D Previsualization techniques for previewing in process movies using novel image-based capture, conversion, and rendering techniques. I am also interested in digital camera architectures and the way they form images (image synthesis) after being sensed from the CCD/CMOS sensors (e.g. demosiacing, white-balance, color processing, tone-mapping, color conversions, etc.).

I am also actively involved in two research groups at WPI (Image Science Research Group & Mobile Graphics Research Group) and an occasional visitor the Camera Culture Media Lab at MIT. My advisor is Professor Emmanuel Agu , an associate professor at WPI.

ill titleIEEE International Symposium on Network Computing and Applications (IEEE NCA 2009)

The recent popularity of networked graphics applications such as distributed military simulators and online games, has increased the need to transmit large 3D meshes and textures over wireless networks. To speed up large mesh transmission over low-bandwidth wireless links, we use a wavelet-based technique that aggressively compresses large meshes and enables progressive (piece-wise) transmission. UEP vs. OthersUsing wavelets, a server only needs to send the full connectivity information of a small base mesh along with wavelet coefficients that refine it, saving memory and bandwidth. To mitigate packet losses caused by high wireless error rates, we propose a novel Forward Error Correction (FEC) scheme based on Unequal Error Protection (UEP). UEP adds more error correction bits to regions of the mesh that have more details. Our results show that our proposed UEP scheme is more error-resilient than No Error Protection (NEP) and Equal Error Protection (EEP) as the packet loss rate increases by achieving 50% less relative errors and maintaining the decoded mesh structure. This work was in collaboration with Fan Wu & Emmanuel Agu (see full reference).

ill titleGraphics Interface 2008

My latest peer reviewed work will be presented at the Graphics Interface 2008. ill_2The focus of this paper was to present our ideas of correcting for environmental illumination effects on mobile displays. The mobile displays, while roaming about, will be influenced by the lighting within each environment. An abundance of ambient light, such as will be experienced outside on a sunny day, will change your perception of the displayed colors (color shift). This is a problem when the application of the mobile device requires proper color interpretation. So we have developed an algorithm to counteract color shift based on perceptual methods, light sensors, and programmable mobile devices.

 

ill titleISVC 2006

In 2006 I presented a peer reviewed paper at the International Symposium on Visual Computing. The focus of this paper was to present our ideas for rendering diffraction reflection (CD-ROM, butterfly wings, etc.) in real-time using a technique called Spherical Harmonics. ill_2

My presentation was centered around other real-time rendering techniques in the computer graphics parallel track. The venue for the conference was beautiful Lake Tahoe, Nevada.

 

ill titleSiggraph 2006

At Siggraph we presented our ideas for a wavelength-dependent rendering pipeline capable of producing physically accurate iridescent BRDFs. In addition to our presentation, our work was entered in the ACM student research competition and qualified as a semi-finalist. ill_2

Siggraph 2006 was located in Boston MA and was co-located with several other events.