Jan 2018 - present
Senior Simulation Researcher
Led research, development and deployment of material point method (MPM) simulation tools
Developed and implemented MPM snow simulator with an elasto-plastic constitutive model that allowed better
realism than any previous method. Optimized and extended the method to handle granular and viscoelastic
materials, phase change, as well as interaction with cloth and volumetric Lagrangian solids. Built as a Houdini
plugin. Published multiple SIGGRAPH papers.
Architected and led development of production water system
Developed a new artist friendly deep water wave system, boat buoyancy simulator for layout, a novel distributed
fluid simulator, a.k.a. Splash, based on dissipation reducing affine particle-in-cell (APIC) research and fluxed
animated boundary (FAB) method for artistic control, as well as implicit surface compositing and rendering
system. Partially used for Zootopia (2016) and fully deployed on Moana (2016). Led to "Best of Disney" award
and published in SIGGRAPH.
Shot and production work
Used simulators to perform shot work for Disney's Frozen (2013) and Moana (2016).
Implemented the original Disney's material point method (MPM) snow solver, a.k.a. Matterhorn. Integrated the
solver into the production rig for deep snow effects in Disney's Frozen (2013).
Optimized Disney's Maya plugin for physically-based character skinning, a.k.a. PhysGrid, via efficient stencil
computation and parallelization/vectorization on a CPU.
Implemented and analyzed performance of multigrid solvers for physically-based character skinning.
Developed expertise in constitutive modeling for solids simulation in graphics.
Developed the original material point method (MPM) solver for snow simulation.
Researched new simulation technologies and published several computational physics and graphics papers.
Researched and published on inverse problems, statistics and social networks.
Teaching fellow for numerical analysis, ODE/PDE and programming classes.
Developed and implemented an automatic verification and graphical representation systems for a processor
Area of Specialization: Applied and Computational Mathematics.
Advisors: Joseph Teran and Andrea Bertozzi.
Graduated with Honors. Minor: Computer Science and Electrical Engineering.
Flesh, Flab, and Fascia Simulation on Zootopia
. A. Milne, M. McLaughlin, R. Tamstorf, A. Stomakhin, N. Burkard, M. Counsell, J. Canal, D. Komorowski, E. Goldberg. SIGGRAPH 2016 (Talks).
Material point method for simulation of granular materials (20150187116).
Augmented material point method for simulating phase change and varied materials (20150186565).
Adaptive material point method (20160210384).
Particle-in-cell methods preserving shearing and rotation (20170185701).
Geometric multigrid on incomplete linear octrees for simulating deformable animated characters (20160292902).
Guided simulation with generalized collision objects (20180075173).
Horn-Moez prize for excellence in first year graduate studies, UCLA, 2010.
"Best of Disney" technology award for developing Splash: the proprietary fluid simulation system, The Walt Disney Company, 2016.
Frozen (2013), Big Hero 6 (2014), Zootopia (2016), Moana (2016), Ralph Breaks the Internet (2018), Mortal Engines (2018), Alita: Battle Angel (2019).
Solid background in applied and computational mathematics, including research and coursework in ODEs and PDEs,
numerical analysis, scientific computing, numerical linear algebra, computational solid and fluid mechanics, multigrid
methods, optimization, parallel and distributed programming.
Fluent in C/C++ but also experienced with a wide range of other programming languages, packages, and paradigms;
including Python, Perl, VEX, Java, Matlab/Octave, Mathematica, Maple.
Libraries: Boost, Maya API, Houdini API, MPI, Pthreads, OpenMP, TBB, OpenVDB, OpenEXR.
Tools: cmake, bash, scons, valgrind, gdb, VTune, emacs, Sublime Text, vi.
Markup/Interchange: HTML, XML, JSON, LaTeX, PostScript.
Environments: Linux, Mac OS X, UNIX, Windows.
Version control: Git, SVN.
Available upon request.