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
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
possible additional funding sources
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
). 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
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.
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.
(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.