An XR rock climbing app for kinesthetic rehearsal.
If you climb, chances are you've stood at the base of a hard route and mimed the moves.
But what if you could actually see the holds in front of you without climbing up to them?
We scanned a MoonBoard and put it in AR/VR with a
custom shader that lights up where your fingers and palms touch.
So, you can practice your exact hand and body positions on the ground with metric accuracy
and live feedback.
We presented VHard as a demo in
IEEE ISMAR 2024.
An XR glaciology app.
We visualize radar data in an immersive 3D environment and develop custom UX tools for scientists.
Using a Quest or Hololens VR/AR headset, users can manipulate radargrams and other
scientific data to study glaciological processes in Antarctica and Greenland.
I created the pipeline that ingests radar plots and generates 3D meshes that visualize
the actual locations from where the signals were gathered.
We were the first to model the entire flight trajectory in 3D.
Since joining the team, I have been named on two publications (see the project site for details).
A combination of Gaussian Splatting and Zip-NeRF.
Begun as a project for
Peter Belhumeur's
Advanced Topics in Deep Learning class,
I am attempting to improve the state of the art technique for novel view synthesis
by using a neural network to learn a point sampling probability field,
sampling primitives from this field,
and then splatting the primitives to render images.
It kind of works. At minimum, I learned a ton about radiance fields by doing this.
The project is fully compatible with Nerfstudio.
3D reconstruction of objects that are partially seen through reflections.
Done as a project for
Shree Nayar's class
Computational Imaging,
we wrote a pipeline for an Intel RealSense 455 camera that creates 3D models.
What makes this interesting is that part of each object is seen directly by the camera and
part is only visible through a mirror.
So, the object can be reconstructed better if the points seen through the mirror are properly
registered with the directly-seen points.
We wrote a self-supervised algorithm that segments and merges these point clouds.
Camera pose estimation for an indoor video using a deep neural network. This was a group project for Peter Belhumeur's Deep Learning for Computer Vision class. Our goal was to figure out where in our classroom a random image was taken from, given simple conditions (same lighting, no movement, etc). We took a supervised deep learning approach but used COLMAP to estimate the ground truth poses.
For over two years, my job was to figure out where to build utility-scale renewable (primarily wind and solar) projects for Apex Clean Energy. Most of my work consisted of data engineering and automated geospatial analysis. My deliverables remain proprietary but I will happily explain what I did and what I learned if asked.
Where do votes matter most?
A project for my last GIS class in college under
Krzysztof Janowicz
that ended up as an interactive web map.
See the project page for (many) details.
Working on this project is a big part of why I decided to go back to school for
Computer Science.
Primary Ocean Producers is a
startup aiming to cultivate Macrocystis pyrifera in the deep
ocean, in partnership with Catalina Sea Ranch.
We were funded by a grant from
ARPA-E
to grow giant kelp en masse in order to produce carbon-neutral biofuel.
My role was to site the pilot facilities off the coast of California.
Along with two aquatic biologists, I developed a hierarchical suitability
model for giant kelp cultivation.
Among other factors, we looked at chemical availability (for nutrients),
geophysical phenomena (so the kelp would be safe), and legal
restrictions (so we could build the facility).