| AndrewSelle |
About MeI am currently employed at Meta, working on photorealstic avatars. Previously, I was at Google working on in the Google Brain Team. Specifically, I was an architect of the TensorFlow Lite Project. Previously, I worked at Walt Disney Animation Studios in Burbank, CA. I work on technology and software for physical simulation, rendering, and whatever is needed to make films. For example, I worked on the A material point based snow simulator for Frozen. Before this I was in graduate school at Stanford University, where I earned a PhD in Computer Science. I and also consulted at Industrial Light + Magic and Intel Corporation. I received my undergraduate degree in Computer Science and Mathematics at the University of Wisconsin Madison. I have been credited on several movies: Poseidon (2006), Pirates of the Caribbean: At World's End (2007), Evan Almighty (2007), The Princess and the Frog (2009), Tangled (2010), Winnie the Pooh (2011), Wreck-It-Ralph (2012), Frozen (2013), Big Hero 6 (2014), Zootopia (2016). My interest is primarily physical simulation in special effects, specifically fluid and deformable solid effects. You can also read my blog for my casual off the cuff endeavors. |
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Large-Scale Evolution of Image Classifiers |
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Fluxed Animated Boundary Method |
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The Affine Particle-In-Cell Method |
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Residual Ratio Tracking for Estimating Attenuation in Participating Media |
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Augmented MPM for phase-change and varied materials |
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A material point method for snow simulation |
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Sorted Deferred Shading for Production Path Tracing |
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A Programmable System for Artistic Volumetric Lighting |
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Efficient elasticity for character skinning with contact and collisions |
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Gaussian Quadrature for Photon Beams in "Tangled" |
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Tangled Choreographing Destruction: Art Directing a Dam Break |
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Art-directing Disney’s Tangled Procedural Trees |
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Geometric Fracture Modeling in BOLT |
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Synthetic Turbulence using Artificial Boundary Layers |
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Detail Preserving Continuum Simulation of Straight Hair |
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Hybrid Techniques for High-fidelity Physical Simulation of Solids and Fluids |
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A Mass Spring Model for Hair Simulation |
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Robust High-Resolution Cloth Using Parallelism, History-Based Collisions and Accurate Friction |
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An Unconditionally Stable MacCormack Method |
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Physical Simulation for Animation and Visual Effects: Parallelization and Characterization for Chip Multiprocessors |
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Simulating Speech with a Physics-Based Facial Muscle Model |
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Multiple Interacting Liquids |
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A Vortex Particle Method for Smoke, Water and Explosions |
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Coupling Water and Smoke to Thin Deformable and Rigid Shells |
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Cartoon Rendering of Smoke Animations |
I was formerly a TA for CS205, Mathematical Method for Vision, Robotics, and Graphics.