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. For more information and details see below or my resume. You can also read my blog for my casual off the cuff endeavors. |
Large-Scale Evolution of Image Classifiers | |
Fluxed Animated Boundary Method | |
The Affine Particle-In-Cell Method | |
Residual Ratio Tracking for Estimating Attenuation in Participating Media | |
Augmented MPM for phase-change and varied materials | |
A material point method for snow simulation | |
Sorted Deferred Shading for Production Path Tracing | |
A Programmable System for Artistic Volumetric Lighting | |
Efficient elasticity for character skinning with contact and collisions | |
Gaussian Quadrature for Photon Beams in "Tangled" | |
Tangled Choreographing Destruction: Art Directing a Dam Break | |
Art-directing Disney’s Tangled Procedural Trees | |
Geometric Fracture Modeling in BOLT | |
Synthetic Turbulence using Artificial Boundary Layers | |
Detail Preserving Continuum Simulation of Straight Hair | |
Hybrid Techniques for High-fidelity Physical Simulation of Solids and Fluids | |
A Mass Spring Model for Hair Simulation | |
Robust High-Resolution Cloth Using Parallelism, History-Based Collisions and Accurate Friction | |
An Unconditionally Stable MacCormack Method | |
Physical Simulation for Animation and Visual Effects: Parallelization and Characterization for Chip Multiprocessors | |
Simulating Speech with a Physics-Based Facial Muscle Model | |
Multiple Interacting Liquids | |
A Vortex Particle Method for Smoke, Water and Explosions | |
Coupling Water and Smoke to Thin Deformable and Rigid Shells | |
Cartoon Rendering of Smoke Animations |
I was formerly a TA for CS205, Mathematical Method for Vision, Robotics, and Graphics.