Jason's Graphics Page

Jason has ten years of computer graphics experience in academia and industry. This includes work at two national laboratories programming virtual reality systems (Argonne National Laboratories and Battelle Pacific Northwest National Laboratories), work as an animator/modeler (Kaiser Engineers and Westinghouse-Hanford), and research within IRL (Imaging Research Laboratory).

Jason currently works at HRL Laboratories performing research within the Human Centered Systems Department. Current interests include immersive environments, human computer interaction, real-time rendering, presence, avatars and social dynamics. His primary responsibilities at HRL Laboratories include keeping the Cabana (Cave At the Beach And Nearby Attractions) up and running to its full capability, giving demos to various guests, and work on various projects. Some past and current projects include setup of the Cabana, Direct Visualization of the Electronic Battlefield, DDRIVE (Distributed Design Review In Virtual Environments), Human-Computer Symbiotes, and VIEW (Virtual Immersive Environments with Windows).


Publications and Technical Reports

Listing


Some Old Programming Projects (pre 1999)

A physically based modeling project for the CAVE at ANL. This picture is actually taken from a CAVE simulator running on a desktop SGI. The white lines are where the walls would auctually be located within a CAVE. Here is a report in Word format (doc).

Medical project in the IVE (Immersive Virtual Environments) lab at Battelle Pacific Northwest National Labs. This project consisted of dynamic volumetric data embedded within an outside polygonal environment. Here is a 30 page paper/report in WordPerfect format (wpd).

These pictures are from a raytracer. Full descriptions along with pictures are linked to the pics. Features range from standard raytracing to motion blur, soft shadows, poisson sampling, etc.

Radiosity program. This program runs under Windows using openGL. Once computed the image can be interacted with in real time. Here is the code.

Implicit surfaces project. This was originally being written for windows using OpenGL, but I ported it to a Maya plug-in running on an SGI. Basically what we are trying to accomplish is the user draws primitives in Maya. These skeletons then grow "skin" which expands to form an implicit surface. The surfaces are smooth and get rid of the bulge problem evident when using other methods. Here is the latest readme file.

Inverse rendering. This program forms a model from a stereo image. I didnt have a clue what the professor was talking about in class so I had to do it my own way. So it may not be the traditional way of doing it, but it works (to very specific cases anyways). Here is a report in html.

FirstKick by PicoSoft. In this windows game, the Cougars kick the crap out of the Huskies. Check out the FirstKick homepage. README file for installation. FirstKick executable directory.


Artwork and Animations

Midnight Highway. This was done way back in the days of 3dStudio R2 and Photoshop 3. This was gonna be on the cover of my band's album 'The CrossRoads'. The band's name was Midnight Highway. We recorded the album but never made the CD's for something to go on the cover.

Clones. A lesson is learned about the misuse of technology. Some crazy scientest/mage dude decides he is too smart and needs help so he clones himself. Unfortunately the clone decides he doesn't need the original guy and fries him and uses the original guy's blood to make more clones so they can take over the world. This was based on a physics professor I had once. I swear this guy was building a nuclear bomb in his basement. The scary part is that the wizard's face is my face scanned in and used as a texture map. The pic at the top of the page was used for this animation. I don't really look that bad in real life cause the eyes there are fake. The geometry was then tweaked to match the texture. The hands are mine too. This was done while WSU was beta testing Maya and shortly after the official release.

Rare Fish of the Pacific Northwest. Through the course of this documentary three Fish are studied native to the area. They are: the BeerFish, the Five-Eyed Sucker, and BigFin. This was started with PowerAnimator and finished with Maya when it was still in Beta.

A Big Fish Story. This is a tall tale about a scarce fish that is very hard to catch. A fisherman outsmarts the fish in the end however. This was done using Wavefront TAV3. I programmed the rain and the jumping of the fish. The animation (3MB) is in Quicktime format.

Other WSU animation is here.

Send comments to jjerald {at} cs.unc.edu