Saif Ali


Research Assistant
PRISM
Computer Science and Engineering
Arizona State University
Affiliations:
PRISM Lab
Department of Computer Science and Engineering
Arts, Media and Engineering Program
School of Computing and Informatics
Arizona State University
Office:
Brickyard Building #342 AB
699 S. Mill Avenue
Tempe, AZ, 85281
Map.
Contact:
Phone: 4809657830 (Work)
Email: saif DOT ali AT asu DOT edu
Web Page:
http://public.asu.edu/~sali5/


Curriculum Vitae:
text, html, pdf


Personal Stuff:
Weblog
Pictures

Short Bio

Since June 2005 I have been a masters student in the Computer Science and Engineering department at Arizona State University where I work at the PRISM Lab with Dr. Peter Wonka. My research interests include computer graphics, real-time rendering and GPGPU. Before I got to ASU I spent a semester (Jan-May 2005) at University of Cincinnati where I was awarded the University Graduate Scholarship. While at UC, I worked with Dr. Ken Berman in the algorithms group. I also worked at Tata Consultancy Service in Trivandrum, India where I recieved the Top Performers Awards in the Initial Training Program. In 2004, I completed my bachelors program in Computer Engineering from Jamia Millia Islamia, New Delhi.


Research

My research involves real-time and high quality rendering of geometry represented by heightfields on modern programmable graphics hardware. So far I have developed a terrain renderer that renders large terrain using a ray-caster implemented in the fragment shader. This method is based on relief-mapping but incorporates exact intersections and hierarchical subdivision of bounding boxes for faster ray intersections. I also investigate fast GPU ray tracing of building facades from compressed facade images. For this I am currently working on a fast, exact intersection method for higher quality rendering.

Compressed Facade Displacements Maps
A solution for ray-tracing a special class of displacement maps, façade models, in the fragment shader. We contribute two main ideas: an efficient ray tracer for the special case of box like displacements maps and an encoding strategy to render a displacement map from compressed representations directly.
Reconstruction of SVD Compressed Images on the GPU
Modern GPUs have of the order of 1 gigabyte of memory. To accomodate larger textures we invistigate on-the-fly reconstruction of texture images compressed with Singular Value Decomposition technique. The results are numerically comparable to those produced by MATLAB.
Hierarchical Data Structures for GPU Ray Tracing of Heightfields
We investigate data structures for ray tracing height fields on the GPU. Height fields can be rendered via traditional zbuffering and hardware rasterization of triangles stressing mainly the vertex shader. Alternatively, the height field can be ray traced on the GPU in the pixel shader. We analyze hybrid algorithms and data structures to distribute the load between vertex shader and pixel shader. We show how to cover the height field with primitives so that a correct version of the height field can be ray traced in the pixel shader with fewer triangles.


Projects

Dual Marching Tetrahedra
An improved and simplified method to compute iso-surfaces from volume data sets. The discrete 3D grid used in the classical Marching Cubes algorithm is "tetrahedralized". Interpolation is then performed over the tetrahedral cells to compute a polygonal approximation to a given iso-surface. Computation over tetrahedral domain is much simpler and faster because the number of possible configurations is reduced from 23 to 4. A dual operator is then applied to the mesh to reduce the number of "long-and-thin" triangles. The dual mesh is smoother, more regular and reduces shading artifacts.
Ray Casting
An implementation of Levoy's method for display of surfaces from volume data using ray casting technique. Experimented with different sampling strategies and transfer functions. Developed a technique to find a suitable transfer function based on user feedback.
Quantitative Rock Abrasion
In collaboration with the Jet Propulsion Laboratory, Pasadena. An exploratory grant to study morphological features resulting from abrasion of rocks due to natural elements. Rocks are abraded in a natural environment (Mojave Desert) as well as at the NASA Ames and ASU wind tunnels at both Earth and Mars pressures. Tasks include laser scanning of abraded rocks and analysis of range data with Raindrop Geomagic Studio and in-house software. Project Webpage Poster
Texture Synthesis
An implementation of fast texture synthesis method using tree structured vector quantization proposed by Wei and Levoy. Developed an interactive application to perform both single resolution and multi-resolution TSVQ texture synthesis. Screenshot
Wavelet Compression of Heightfields
A project to implement and study wavelet compression of grayscale heightfield images representing terrain. Experimented with Haar wavelets and Daubechies D4, D6 wavelets. Compared the relative error in reconstruction using two methods of coefficient thresholding.
Whitted Ray Tracing
Simple Whitted ray tracer.


Course Work

Arizona State University
University of Cincinnati