My name is Shane Transue and I am currently a Research Fellow (GAANN) and Ph.D candidate at the University of Colorado Denver (UCDenver). On this website I document my personal research, graphics research in association with UCDenver, and various independent projects. I currently work with Dr. Min-Hyung Choi in association with the University of Colorado Denver Graphics Laboratory.

I received my M.S. from the University of Colorado Denver in Computer Science with a research focus in Computer Graphics and Physical Simulation. I received my B.S. from the Metropolitan State University of Denver in computer science with a minor in mathematics. My research focus includes physical simulations of deformable bodies, physical simulation, animation, usability, software engineering, interactive tool design, and 3D scanning. In addition to these core research topics, several of my projects explore the fields of artificial intelligence, programming language design, human computer interaction (HCI), and scientific visualization. The deployed projects displayed on this site are either developed independently, in coordination with a university (MSUD | UCD) or in cooperation with private industry: Gamma Two Robotics | Laser Technology Inc. (LTI).


Recent Research Projects: Many of the projects listed below are in correspondence with the University of Colorado Denver Graphics Laboratory. For various projects, select videos are provided below. To see details about each project they are listed in the Graphics Lab Research page

Painting-based 3D Point-cloud Alignment: The process of aligning or performing registration between arbitrary 3D point-clouds including incomplete data, large distributions of errors, sporadic errors, and low resolution range images in an open problem within three-dimensional scanning and modeling. The implemented painting-based methodology builds on existing 'point-based' methods for the registration of arbitrary point-clouds through an intuitive interface for compiling large sets of range images into a consolidated model for surface extraction. An overview of the process illustrated in the video below is as follows: (1) a set of independent unaligned 3D scans are loaded into an alignment editor, (2) the corresponding regions of each pair-wise point-could comparison are identified using a painting-based interface, (3) each pair of scans are pair-wise aligned, (4) the pair-wise alignments are compiled into a final alignment (mathematical transformation or alternative global alignment technique can be employed (SLAM). The result is a reconstruction of the scanned 3D model. Painting-based alignment software implemented: SxFramework. The video on the right illustrates the implemented software (Scanix) performing a surface reconstruction of the surface of a material that has accumulated over time.
 



StruXturE: Physical simulation and free-from puzzle building game. This game introduces an intuitive interface for directly interacting with physical objects within a game for solving puzzles. This game was developed using the Unreal Development Kit (UDK). All of the core game mechanics have been implemented from scratch to provide a unique interface for interacting with physically simulated objects through a 3rd person perspective. All of the game assets including meshes, textures, shaders, levels, UI, and environments are original content. The two implemented game modes are driven by interacting with physically simulated objects within the world to build or construct a structure capable of holding the game objective objects. Within each level there is a designated goal zone (bright green volumes) and set of goal objective objects (bright green cubes). The objective is to get all of the green cubes within the green goal zones through connecting various models together through stacking or pivot joints.
 



Interactive Editing of 3D Deformable Animations: Precisely controlling the behaviors of three-dimensional deformable objects represents one of the continued problems within 3D computer animation for physically-driven deformation. The implementation of the Masters Thesis: Sx Animation Studio provides an intuitive and interactive set of tools for controlling the behaviors of simulated deformable objects in real-time. This animation editing interface provides intuitive controls for bending, twisting, compressing, and stretching simulated deformable objects. The videos below illustrate an example of introducing artificial wind resistance to a simulated cloth model using a bend control metaphor (left). The (right) video also demonstrates how this approach can be used to modify existing animations of deformable objects to provide slight modifications of localized deformation behaviors using a twist control.
 



Geometric Optimization of FEM-based Simulations: The following videos provide an illustration of how the geometric composition of a Finite Element Model (FEM) can influence the resulting deformation behavior of the object. The (left) video below illustrates a slight deformation behavior based on a low-resolution tetrahedral model. The (right) video below illustrates the same model with a higher resolution; however the resulting deformation behavior is drastically different. For both of these simulations, the FEM constants: Young's modulus and Poission's Ratio are held constant. This illustrates the impact of the geometric composition of the models resulting deformation behavior. This research established the basis for the publication: Deformable Object Behavior Reconstruction Derived through Simultaneous Geometric and Material Property Estimation.
 



Parallel CUDA Simulation and Real-time Chest Surface Reconstruction for tidal-volume Estimation: Side projects exploring parallel particle simulation and chest surface reconstruction for non-contact tidal-volume estimation. In my spare research time I focus on parallel computation, device driven development (Kinect, etc.), and 3D modeling techniques.
 

Current Research Projects: Below are a list of previous and current research topics, research projects, classes, proposals, and developments that I have completed are are currently working on.

Research Projects [Fall 2016]
[1] Data-driven Physical Simulation Retargeting (Dissertation - GAANN)
[2] Data-driven Deformable Experimental Integration (GAANN)
[3] Breathing Volume Monitoring for SDB (NSF)
[4] Equationists: Game Design and Development (Partnership)
[5] Real-time Tidal Volume Estimation using Iso-surface Reconstruction (Journal)
[6] CO: Wireless Surface Reconstruction
[7] TA: Game Design and Programming (Dev)
Research Projects [Summer 2016]
[1] Publication: IEEE Conference on Connected Health Applications, Systems and Engineering Technologies (CHASE'16)
  Conference: Real-time Tidal Volume Estimation using Iso-surface Reconstruction *June 28, 2016)
[2] GAANN Fellowship: Data-driven Deformable Object Simulation (Encompassing the following topics)
[3] Finite Element Analysis (FEA) - Mechanical 
[4] Optimal Control Theory (Deformable Object Simulation)
[5] Data-driven Deformation Analysis
Research Projects [Spring 2016]
[1] Image-based Deformable Object Behavioral Reconstruction
[2] Shader design and GPU programming projects (GLSL, OpenCL, CUDA)
[3] EAS Secondary: ELEC-5638: Digital Image Processing
[4] Publication: IEEE Conference on Connected Health Applications, Systems and Engineering Technologies (CHASE'16)
  Accepted: Real-time Tidal Volume Estimation using Iso-surface Reconstruction
[5] Presentation: Data structures in Computer Graphics (March 28, 2016)
[6] SEC Proposal: Skeletal Extraction for Gait Analysis in Monocular Surveillance
[7] TA: CSCI-2421 (001) - Professor: Thomas Augustine 
[8] TA: CSCI-2421 (E01) - Professor: Min-Hyung Choi
[9] TA: CSCI-4800/5800 - Shader and GPU Programming
Research Projects [Fall 2015]
[1] NSF Proposal: Deformable Object Simulation
[2] MED Proposal: Non-invasive Tidal Volume Monitoring in Patients
[3] Publication: International Symposium on Visual Computing (ISVC'15)
  Accepted: Deformable Object Behavior Reconstruction Derived through Simultaneous Geometric and Material Property Estimation
[4] Publication: Real-time Tidal Volume Estimation using Iso-surface Reconstruction
[5] EAS Secondary: MECH-5120 Engineering Analysis
[6] TA: CSCI-5920: Game Programming
[7] TA: CSCI-5573: Operating Systems
Research Projects [Spring 2015]
[1] Publication: 10th International Conference on Computer Graphics Theory and Applications
  Accepted: Interactive Control of Deformable-object Animations through Control Metaphor Pattern Adherence
[2] MECH 5110 Numerical Methods for Engineers
[3] Chest-based Breathing Reconstruction for Tidal Volume Estimation (Dev)
Research Projects [Fall 2014]
[1] Parallel Fourier Parameterization and Impulse-based Cluster Collisions in Incompressible Particle-based Fluid Dynamics
[2] CSCI: CSCI-7551 Parallel-Distributed Systems
[3] Various others


If there any questions about any of the previous topics or would like to work a project related to physical simulation, animation, computer graphics, scientific visualization, or any computer science, mathematical, or engineering project I can be reached through my school e-mail: shane (.) transue (@) ucdenver (.) edu or through my personal e-mail: stransu1 (@) gmail (.) com.