Associate Professor
My research interests are in computer graphics and physically based animation, with a focus on differentiable, adaptive, and reduced-order simulation methods. I study the modeling, simulation, and control of physical systems involving fluids, rigid and deformable bodies, contact, and friction, often with an emphasis on inverse problems and optimization-based control. A central theme of my work is the integration of physical simulation with machine learning, including differentiable simulators, neural representations, and learned reduced models that enable efficient computation, control, and animation. I am especially interested in combining real-world measurements, approximate physical models, and data-driven methods to build practical and scalable simulation systems. Applications of this research include computer animation for games and film, interactive and training simulations, and robotics.
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Rig my ride: Automatic rigging of physics-based vehicles for games Symposium on Comptuer Animation (SCA/PACM), 2025 |
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Imitation in relative terms using ReGAIL: Making motion controllers agile and transferable Computers & Graphics, 2025 |
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Generalized eXtended finite element method for deformable cutting via Boolean operations Symposium on Computer Animation (SCA/CGF), 2024 🏆 BEST PAPER |
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ReGAIL: Toward Agile Character Control From a Single Reference Motion ACM SIGGRAPH Conference on Motion, Interaction, and Games (MIG), 2024 |
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AdaptNet: Policy Adaptation for Physics-Based Character Control ACM Transactions on Graphics (SIGGRAPH Asia), 2023 |
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Data-Free Learning of Reduced-Order Kinematics ACM Transactions on Graphics (SIGGRAPH), 2023 |
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Temporal Set Inversion for Animated Implicits ACM Transactions on Graphics (SIGGRAPH), 2023 |
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Too Stiff, Too Strong, Too Smart: Evaluating Fundamental Problems with Motion Control Policies Symposium on Comptuer Animation (SCA/PACM), 2023 |
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Adaptive Rigidification of Discrete Shells Symposium on Computer Animation (SCA/PACM), 2023 |
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Cone-Traced Supersampling for Signed Distance Field Rendering Graphics Interface, 2023 🏆 BEST PAPER |
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Parallel Block Neo-Hookean XPBD using Graph Clustering Computers & Graphics (MIG), 2022 |
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Differentiable Depth for Real2Sim Calibration of Soft Body Simulations Computer Graphics Forum, 2022 |
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Constraint-based Simulation of Passive Suction Cups ACM Transactions on Graphics (TOG), 2022 |
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Adaptive rigidification of elastic solids ACM Transactions on Graphics (SIGGRAPH), 2022 |
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Active Learning Neural C-space Signed Distance Fields for Reduced Deformable Self-Collision Graphics Interface (GI), 2022 |
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Catching and throwing control of a physically simulated hand Motion, Interaction and Games (MIG), 2021 |
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Coupling friction with visual appearance Symposium on Computer Animation (SCA/PACM), 2021 |
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Learning Elastic Constitutive Material and Damping Models Pacific Graphics (CGF), 2020 |
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Distant Collision Response in Rigid Body Simulations SCA, 2020 |
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C-Space Tunnel Discovery for Puzzle Path Planning SIGGRAPH, 2020 |
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Task-based design of cable-driven articulated mechanisms Symposium on Computational Fabrication, 2017 |
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Geometric Stiffness for Real-time Constrained Multibody Dynamics Eurographics, 2017 |
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Tunable Robustness: An Artificial Contact Strategy with Virtual Actuator Control for Balance Computer Graphics Forum, 2017 |
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Anticipatory balance control and dimension reduction Computer animation & virtual worlds, 2016 |
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Stippling with aerial robots Computational Aesthetics / Expressive, 2016 🏆 BEST PAPER |
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DefSense: Computational Design of Customized Deformable Input Devices ACM SIGCHI, 2016 |
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Interactive procedural simulation of paper tearing with sound Motion in Games, 2015 |
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Blended linear models for reduced compliant mechanical systems IEEE Transactions on Visualization and Computer Graphics, 2015 |
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Anticipatory Balance Control ACM SIGGRAPH Conference on Motion in Games, 2014 🏆 SELECTED FOR CAVW |
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Multi-layer skin simulation with adaptive constraints ACM SIGGRAPH Conference on Motion in Games, 2014 |
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FORK-1S: Interactive compliant mechanisms with parallel state computation ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2014 🏆 SELECTED FOR TVCG |
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Data-driven Fingertip Appearance for Interactive Hand Simulation ACM SIGGRAPH conference on Motion in Games, 2013 |
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Embedded Thin Shells for Wrinkle Simulation ACM Transactions on Graphics (SIGGRAPH), 2013 |
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Goal Directed Multi-Finger Manipulation: Control Policies and Analysis Computers & Graphics, 2013 |
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Inverse Kinodynamics: Editing and Constraining Kinematic Approximations of Dynamic Motion Computers & Graphics, 2012 |
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Inverse Kinodynamics:Editing and Constraining Kinematic Approximations of Dynamic Motion Graphics Interface, 2012, 🏆 BEST PAPER |
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Using Natural Vibrations to Guide Control for Locomotion ACM Siggraph Symposium on Interactive 3D Graphics and Games (I3D), 2012 |
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Advances in Modal Analysis Using a Robust and Multiscale Method EURASIP Journal on Advances in Signal Processing, 2010 |
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Preserving Topology and Elasticity for Embedded Deformable Models SIGGRAPH, 2009 |
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Modal Locomotion: Animating Virtual Characters with Natural Vibrations Eurographics, 2009 |
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Animating Virtual Character Locomotion and Other Oscillatory Motions
Cognitive Animation Workshop 2008 / SIGGRAPH Sketches 2007
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Interaction Capture and Synthesis of Human Hands PhD Thesis, 2005 |
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Continuous Contact Simulation for Smooth Surfaces ACM Transactions on Graphics, 22:1, 2003 |
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EigenSkin: Real Time Large Deformation Character Skinning in Graphics Hardware ACM SIGGRAPH Symposium on Computer Animation, 2002 |
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FoleyAutomatic: Physically-based Sound Effects for Interactive Simulation and Animation SIGGRAPH, 2001 |
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