Joining Our Research Group!

I am always looking for talented graduate students and postdocs to join our lab, the Computational Motion Group, and contribute to exciting, high-impact research in computer graphics and scientific computing.

Grad students: If you have strong math and programming skills, and are interested in simulating physical processes in the world around us, I encourage you to apply to the University of Waterloo as a Master's or PhD student. In your application, make certain to specify computer graphics and/or scientific computing among your research interests, and list me as a potential supervisor. The application process is highly competitive, and precedence will be given to individuals with excellent academic records, past successful research experience, and/or demonstrated experience with relevance to our group's areas of interest. Detailed information about the School of Computer Science, its graduate program(s), and the admissions process can be found here. All accepted students receive RA and TA funding, and the CS website gives information about typical funding amounts, tuition and typical cost of living in Waterloo, and possible additional funding sources.

Undergraduates: If you are a current undergraduate student at Waterloo with a strong academic record and interest in physics-based animation, there may be paid research opportunities in the lab (e.g., a part-time Undergrad Research Assistantship (URA) or one-term full-time NSERC USRA). Send me an email to set up a meeting, and describe your research interests and relevant background knowledge/skills. If you are an undergraduate at another university, I unfortunately cannot offer internships and will not respond to email requests on this subject.

New for Canadian Undergrads: You might be interested in applying for Waterloo's new Undergraduate Research Opportunities Conference (UROC!), an event designed to educate undergraduate students in Canada about graduate school and computer science research, in general and at Waterloo specifically. Experience the life of a graduate student in 3 days by participating in research workshops with other top Canadian undergraduates. If accepted, all travel and accommodations are covered by the University.

Postdocs: If you have a record of research excellence in computer graphics (e.g., publications in SIGGRAPH (Asia), ACM TOG, Eurographics, TVCG, SCA, SGP, etc.) or a related relevant field (e.g., computational physics, computational mechanics, applied math, etc.), feel free to get in touch by email, and we can discuss further.

Note: In general, if you contact me by email but give no indication that you are aware of or share my specific research field or interests, I'm afraid I will not respond.


FAQ (to be expanded over time)

Q: What kind of projects do group members work on?
A: I'm interested in basically anything to do with physics-based animation, computational physics, and to a lesser extent geometry processing, but the bulk of our work has thus far related to fluids in some fashion: viscous liquids, surface tension, non-Newtonian fluids, geometric representations of deforming surfaces (meshes, level sets, particles), fluid interaction with deformable objects or rigid bodies, spatially adaptive methods (quad/octrees, triangle/tetrahedral meshes), etc. The best way to get a sense is to watch the animations and read the papers on my home page.

Q: What kind of background is required to work with you?
A: Generally the kinds of skills that are most relevant are those from computer science, applied math, and/or engineering, so things like (partial) differential equations, linear algebra, calculus, algorithm design, geometry, numerical methods, optimization, basic physics, strong coding ability (often C/C++ and Matlab/Mathematica/etc.), basic graphics programming (e.g. OpenGL). This older discussion gives a good sense for some fundamental skills that are useful for graphics in general. You need not have all these skills at the start, but all of them are useful.

Q: Do you do research on visualization or rendering?
A: In short, no. My work is focused on generating the underlying geometry and motion via physical simulation. Many other graphics researchers (e.g. Waterloo's own Gladimir Baranoski) study aspects of rendering, the process of taking a scene description and generating a realistic image of that scene. For the most part I use either simple special-purpose OpenGL visualizations for debugging, or 3rd party rendering software for the final look, such as Houdini, Renderman, Mitsuba, etc. This allows us to focus on physics/animation.