Alex Kozlowski's Homepage | |||||
PhD Student at UCSD Computer Graphics Laboratory kman@graphics.ucsd.edu My Resume |
|||||
![]() |
Carousel at NightThis was my final project for CSE-168: Rendering Algorithms , Spring 2005. In this course I learned how to design my own ray tracer and implement some complex techniques. The final carousel image features photon mapping, spherical area lights, a BSP tree, depth of field, supersampling, glossy reflections, tone mapping, bump-mapping, perlin textures, and soft shadows. For this project I also taught myself Blender, a free modeling program, which I used to model the carousel and horses. My image won the Grand Prize in the CSE-168 Rendering Competition! Click on the picture for more details, but be aware that the page may take a while to load. |
|
![]() |
Sphere InversionSince 2003 I've been modeling and animating a mathematical concept known as a sphere inversion. It's the process by which a sphere turns itself inside out through a continuous deformation that allows the surface to penetrate itself but disallows any tears or holes to form in the surface. I've also had the opportunity to join a group of scientists in sculpting a 12 foot version of one of these inside out spheres at the 2004 International Snowsculpting Championships in Breckenridge, CO. |
|
![]() |
CHaMUE - Collaborative Haptic Mark-Up EnvironmentThis project researched the integration of virtual reality and 3D input devices with force feedback response in a networked environment. The design station we developed allowed virtual parts to be seen through head-tracked stereo goggles. A haptic stylus--a robotic arm with force-feedback effects--allows the user to touch, annotate and deform virtual parts in real-time. My primary contributions to the project included redesigning the core code for better modularity, developing a proper scene management hierarchy, and integrating my own VRML parser. |
|
![]() |
Dynamic Real Time Tesselation of Spline SurfacesI was involved with the development of a software simulation for a new graphics hardware geared towards real time rendering of spline surfaces. The architecture offers a dynamic level of detail for surfaces based upon their depth from the viewer, eliminating the need for offline tesselation and consequently freeing up bandwidth over the graphics bus. |
|
![]() |
GamescraftersGamesman is an exhaustive game tree solver originally designed by Dan Garcia at UC Berkeley. The program solves small board games of no-chance and uses the game tree to play a perfect game. My contributions to the project include developing a robust graphical event loop for GUI design in Tcl/Tk. I also helped port the core code from C to Scheme (a dialect of Lisp) and created a Tk-Scheme abstraction library. |