While the mind works overtime now, the belly grows 'fairly round'
  Justice
Sought and found my various loves... travel, graphics, drama, music, art, athletics, Saiqua... in no particular order
      Lover
Foot soldier's quest to rise in rank... Ph.D. and beyond
     Soldier

Learnt to read, write, play and express in St. James' School, Calcutta.
 Schoolboy

Born in Calcutta, India... before the age of Cable TV and Game consoles
  Infant

?
Stage:6/7



All the World's A Stage,
And all the men and women merely players:
They have their exits and their entrances;
And one man in his time plays many parts,
His acts being seven ages. At first the infant,
Mewling and puking in the nurse's arms.
And then the whining school-boy, with his satchel
And shining morning face, creeping like snail
Unwillingly to school. And then the lover,
Sighing like furnace, with a woeful ballad
Made to his mistress' eyebrow. Then a soldier,
Full of strange oaths and bearded like the pard,
Jealous in honour, sudden and quick in quarrel,
Seeking the bubble reputation
Even in the cannon's mouth. And then the justice,
In fair round belly with good capon lined,
With eyes severe and beard of formal cut,
Full of wise saws and modern instances;
And so he plays his part
.
The sixth age shifts
Into the lean and slipper'd pantaloon,
With spectacles on nose and pouch on side,
His youthful hose, well saved, a world too wide
 
For his shrunk shank; and his big manly voice,
Turning again toward childish treble, pipes
And whistles in his sound. Last scene of all,
That ends this strange eventful history,
Is second childishness and mere oblivion,
Sans teeth, sans eyes, sans taste, sans everything.

William Shakespeare

 

 

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Contact

 

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Research

Areas of Interest

  • Real time graphics and animation on GPU: amorphous effects, water, fur, skin deformation
  • Knowledge based Character Synthesis
  • CG Production Tools: computation models and workflows
  • Direct-able Urban Crowd Behavior
  • Machine learning in Games
  • Motion Editing
  • Interactive Stories for Babies

 

Available Opportunities

There is a lot of interest and funding opportunities in the area of gaming and media now. If you are keenly interested in any of the topics above, and have a good track record,  you may email me your resume and letter of intent (<300KB, simple text preferred) for the position of:

  • Research Fellow (Ph.D. or 10+ years of relevant technical experience)

  • Research Assistant (Masters or four year bachelors in Computer Science/Engineering)

  • Ph.D. Candidate (Masters or four year bachelors in Computer Science/Engineering)

Please do not send any bulky attachments. You should send web links instead. Note that Ph.D. candidature has to be first approved by the University and you are required to meet all its requirements and pass the necessary exams. Only applications with good portfolio and academic track record will be seriously considered. For Research Fellow and Research Assistant positions, pls. state your current and expected salaries.

 

Projects

Real time Muscle Deformation (2007)

Existing anatomy based articulated models use complicated networks of springs and expensive wrap deformation-like methods, making them unusable in games. We have successfully attempted drastically simplified spring dynamics and weighted skin deformation (similar to smooth skinning to skeletal joints). Our method can be easily adapted to existing character production pipelines, and produce a variety of shape and motion for the same character mesh. Published in CGVR' 07.

Students: Lee Keng Siang                                     site | paper

Real time Ontogenetic Modeling of Amorphous Phenomena (current)

Earlier work on non-real time dust rendering has been extended to real time smoke, dust and fire with the aid of vertex and pixel shaders using Shader Model 3.0. By approaching the surface shading problem as a hybrid procedural fractal noise function and image post-processing, we have managed to achieve a wide variety of appearances by adjusting just a few parameters. Status: currently under submission.

 

Students: Koh Kok Weng, Goh Cheng Teng

Real time Ontogenetic Modeling of Shallow Water Interaction (current)

Earlier work on non-real time water splashing has been extended to work seamlessly with the 2D wave equation, a fast fluid physics computation that has been mapped to the GPU by NVidia. Amongst extensions are arbitrary shaped ripples and splash funnels, and automatic floating object animation. The latter is derived from the fluid simulation vectors, and accumulated into an offset texture that is read back by a vertex shader, just before drawing floating objects.  Status: currently under submission.

Students: Julius Ang Sze Vin (currently at EA Singapore)

Real time Skin Deformation for Animated Crowds (2005-2006)

This research explores skeletal deformation calculations on the GPU for crowds of articulated figures. It compares a few strategies for efficient reuse of such calculations on clones. We further propose ideas that will reduce chances of detecting such duplication. We have achieved a realistic crowd population of 1000 animated humans at interactive rates.  Published in Multimedia Modeling 2007.

Students: Zhou Junyu (currently at EA Singapore)                                     site | paper

Real time Fur Rendering with Shells and Curves (2004-2006)

This research proposes a real time fur system for games and interactive media, covering styling, representation and rendering. We combine Lengyel’s overlapped textures with geometric curves to better capture the essence of fur style and motion, apart from filling up large volumes in real time. Most of the geometry and rendering computations have been mapped to the GPU. We have achieved aesthetically pleasing results for animated grassy terrains and furry creatures, implemented on commodity PC graphics cards at interactive rates of 10-15 frames per second. Status: currently under submission.

Students: Ng Chongming (currently at G-Gadget Singapore),
               Goh Cheng Teng,
               Lim Chin Teck (currently at Lucasfilm Animation Singapore),
               Chio Binghuan (currently at EA Singapore)

Ontogenetic Modeling of Dust and Water Splashing with Renderman (1998)

By shading only the surfaces of regular primitives and overlapping a few such primitives, we can create the illusion of volume. Thus costly particles and volume rendering can be avoided. Instead, meta-particle systems control the shape, lifetime and overall appearance of dust clumps and water splash units. Additional primitives for splash and ripples are created and distorted with displacement and surface shaders. The reflection is created using environment mapping tricks, to avoid costly ray tracing. Published in Journal of Visualization & Computer Animation.
 

paper | fine dust | medium dust | shallow water splash | deeper water splash

Metadata Assisted Framespace Interpolation [MAFI] (Ph.D., 1998-2002)

In my Ph.D. thesis, I proposed an efficient technique to achieve consistent motion interpolation aided by semantically analyzed and corresponded motion states. The thesis comprehensively proved the benefits of consistent motion interpolation, as it preserves salient features from source motions and reduces slippage artifacts due to Forward Kinematics interpolation. The proposed algebraic pre-interpolation warping has also been proved to be superior and much more efficient than Sederberg's  Dynamic Time Warping of motion signals. The thesis also proposed ways of smoothly adjusting lower and upper body coordination, unlimited automatic chaining of cyclic and acyclic motions, and instantaneous inverse kinematics corrections for minor foot slippages.

main site | papers

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Publication

Current submissions under review have been omitted from this list.

Journals

Conferences
  • Lee Keng Siang, Golam Ashraf, Simplified Muscle Dynamics for Appealing Skin Deformation, World Computer Congress: Computer Graphics and Virtual Reality, Las Vegas, Jun. 2007

  • Golam Ashraf, Zhou Junyu, Hardware Accelerated Skin Deformation for Animated Crowds, Multimedia Modeling 2007, pp. 226-237, Jan. 2007

  • Golam Ashraf, Wong Kok Cheong, Constrained Framespace Interpolation, Computer Animation 2001, Seoul, Korea, pp. 61-72, Nov. 2001.
  • Golam Ashraf, Wong Kok Cheong, Dynamic Time Warp Based Framespace Interpolation for Motion Editing, Graphics Interface 2000, Montreal, Canada, May 2000.
  • Golam Ashraf, Wong Kok Cheong, Dust and Water Splashing Models for Hopping Figures, Pacific Graphics '98, Sixth Pacific Conference on Computer Graphics and Applications, Singapore,  October 1998.
  • Golam Ashraf, M. N. Chong, Performance Analysis of H.261 and H.263 Video Coding Algorithms,  IEEE Proceedings of International Symposium on Consumer Electronics  (ISCE'97), Singapore, Dec. 1997

 

contact | research | publication | teaching | drama | photography | travel | biography

Teaching

Pedagogical Goals
teaching: courses | goals | methods | portfolio

To create a:

  • Skilled student: one who is armed with practical tools and knowledge of processes

  • Passionate student: one who loves his/her vocation, perseveres with challenges, and takes pride in the outcome

  • Thinking student: one who can solve problems with existing concepts, builds new knowledge, and learns fast

  • Balanced student: one who can bridge art and science, work and play

Courses Delivered
teaching: courses | goals | methods | portfolio

1 CS4213: Game Development (4mc) AY0405-I, AY0506-I, AY0607-I
2 CS3248: Design of Interactive Media (4mc) AY0405-II, AY0506-II,AY0607-II
3 CS4343: Game Development Project (8 mc) AY0607-II
4 CS3342: Interactive Media Project (8mc) AY0607-I
5 CS3283: GUI Programming (4mc) AY05-06-II


Principles and Methodology
teaching: courses | goals | methods | portfolio

Practice before Preaching

  • Evaluate platforms: crash-courses, sample hacking
  • Rapid prototyping
  • Bridge different platforms
  • Recreate entire processes
  • Select tools/exercises for students
Example: Animation illustrating Character Pipeline small | big
Contributor: Self

Inquiry Based Learning

  • Select interesting computation frameworks

  • Design open ended assignments

  • Encourage confusion and conflict

  • Bridge diverse frames of reference

  • Avoid spoon feeding: no model answers, tutorial solutions, etc.

Example: Sample Game AI assignment
Contributor: Self

Active Learning

  • Students learn concepts by implementing

  • Students appreciate the joys and pains of art and code

  • Alleviate the pain: demos, forum, consultation, sample frameworks

  • Students manage their own project deadlines

Example: Assignment testing Animation Concepts
Contributor: Zheng Haojie, Class of 2007

Here is a formal write-up on my teaching methods and experiences after my first semester in NUS:
Active Learning and Critical Thinking in a Game Development Course, Experiments in Pedagogy, Selected Papers from Professional Development Programme (Teaching) NUS, Vol. 1, pg 1-8, Jan. 2006

 

Selective Portfolio

CS4213: Game Development                                              teaching: courses | goals | methods | portfolio

Teasers (2004-2006)

Back Story

Path Planning and Perception

Collision Detection

Student Voices
Student Contributors

Aw Xin-Wei (05)
Chia Wen Jie, Alvin (05)
Chio Binghuan (05)
Chua Bee Peng (04)
Goh Cheng Teng (05)
Ho Wu Yee (04)
Lee Chin Li, Paul (05)
Leow Su Jun (05)
Ng Chongming (05)
Steven Halim (04)
Tan Lei (05)
Tong Derong, Andre (05)
Zheng Haojie (05)

Due to ideosyncracies of our CGI server, pls. ensure you have JRE 1.5 or above for content to show up properly. Java updates available here.

CS3248: Interactive Media                                                    teaching: courses | goals | methods | portfolio

Thinking Backends

Example:  Neural Network Assisted Jumping Game
Contributor: Heng Shingkae, Class of 2009

Storyboarding, Sketching and Animation

Example:  Flash Advertisement
Contributor: Lee Keng Siang, Class of 2008

3D Character Modeling

Contributors (L-R):
Tan Shao Chong, Class of 2008
Lee Keng Siang, Class of 2008
Tong Derong Andre, Class of 2007 

3D Character Animation

Example: Stylized Walk Cycle Sprite Animation
(Maya Rendered, Flash Delivery)
Contributor: Haw Shijun, Class of 2009

Example: Composited Dinosaur
(Maya Rendered, Premiere Composited)
Contributor: Neo Jiet Shern, Class of 2007

Interactive Scripting

Example: Interactive New Year Card
Contributor: Bai Jiaqiang, Class of 2009 

Example: Procedural Drawing and Depth Management
Contributor: Tong Derong Andre, Class of 2007 

 

Projects Hall of Fame                                                teaching: courses | goals | methods | portfolio

Toywarz (2004) exe

  • Hierarchical path planning with way markers

  • Collision avoidance and steering

Contributors: Chua Bee Peng (DSTA), Ho Wui Yee (Lucasfilm),
                     Chua Kah Wei
 

Tale of Time (2004) exe

  • Dramatic story design

  • Maze traversal with history

Contributors: Steven Halim, Jefry Tedjokusumo, Lucas Agussurja,
                     Fabianus Mulawadi
  

Adventures of Pirate Jax v.1 (2005) exe

  • Strong Creature AI

  • Pleasing environmental effects

Contributors: Tong Derong Andre, Chia Wen Jie Alvin, Lee Chin Li Paul

 

MetaFluids (2006)
Live Performance @ NUS Arts Fest

  • Projected GPU fluid simulation

  • Motion Vectors from input video disturb fluid density field

Contributors: Lu The Kiet, Josee Anne

 

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Drama      
Ashraf loves stage theater, especially when he is acting in over-the-board-larger-than-life roles. Much of his directorial instincts are drawn from his acting experience, since he started off at the ripe old age of three. He weaves together knowledge gathered from street theater (Badal Sircar – Kolkata), puppetry & clay modeling (Shyamli Khastagir – Shantiniketan, Bengal), and a variety of computing concepts (animation, parallel processing, data management.). He relies on common sense, simplicity, and detailed analysis of characters and plots. Evolving texture and back stories give an extra edge of realism to his plays. He likes to meticulously plan lighting, set design, personnel and prop movement. He often relies on advanced visualization and scheduling technologies to minimize overheads during tech-runs. He has constructed interactive visual backdrops for performances and finds it an exciting area for further exploration. 

After completing his undergraduate degree, Ashraf started Nautanki, a quality annual drama event managed by his group (Precocious Puppets). He has successfully led students from the three Singapore universities: NTU, NUS and SMU; to publicly showcase popular/original plays in Singapore between 1999-2005.
 

Directorial Profile

 

q      Abhijit Sircar's award winning trilogy: "Bull-Run", "Author Author" and "Child's Play", Drama Center, 1999  

q      Chin Woon Ping's "Diary of a Madwoman", Jubilee Hall, 2000

q      Mohit Sindhwani's world premiere of "The Mirror Has Two Hands", University Cultural Center, 2003

q      Madhav Mathur’s world premiere of “Manic”, Jubilee Hall, 2004

q      Delhi Public International School Singapore's maiden musical,  "Enchanting Odyssey", University Cultural Center, 2005
 

Selective Acting Profile

 

q      Wicked witch, “Wizard of Oz”, 1984

q      Crippled boy, “Smike”, adapted from Charles Dicken's Nicholas Nickelby, 1987

q      Hysterical groom-to-be, “The Proposal”, Anton Chekov, 1988

q      Lead protagonist, “Us and Them”, David Campton, 1990

q      Philosophical Thief, “The Other Side of Hatta Mala”, Badal Sircar, 1993

q      Eccentric professor, “The Lesson”, Eugene Eunesco, 1998

q      Devil, “Bull Run”, 1999

q      Dying artist, “Meet Joe Jack”, Marcel Nunis, 2001

contact | research | publication | teaching | drama | photography | travel | biography

Art and Photography
 
Singapore maintains its rich green heritage in the form of nature reserves bordering reservoirs and mangrove hinterlands. On the left is one of my first explorations in mixing audio and imagery, using material sampled from a trip to Peirce Reservoir. The presentations below use a refined version of this UI, and are driven entirely by textual metadata.

 

Presented below is a montage of photos shot in several countries over the last couple of years. I shoot with a semi-professional digital camera (Canon Powershot S1 IS) that gives me manual control over zoom, exposure and focus. It is easy on the hands and very compact... ideal for shooting elusive creatures on rugged terrain... I'd rather keep my cover and foothold, than lug a 10kg telescope.

Depending on your link bandwidth, each montage may take a while to load, so just click the link and leave the montage window open.
Flora

Fauna

Panorama
Work & Play

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Travel Diary (To be updated soon)

I love traveling... especially far from the madding crowd... to mountains, forests, beaches, lakes, fjords, glaciers, waterfalls, villages... okay, you get the picture. My travel philosophy... drive between destinations (with full car insurance), leave enough time to hike at each stopover, plan your own itinerary, avoid packages, live in youth hostels (so you meet exciting folks and get best local info), travel light, carry your favorite snack from the local grocery store before you leave country, carry generous amounts of crepe bandage (sprains), panadol, insect repellant, flash light (when you have missed the last train and get stuck in the mountains) and a hot water bag... I do sound like a granny... but let me tell you, I have never been over-prepared in any of my sojourns. A desperate 3 hour walk down the world's steepest cog rail in pitch dark (Zermatt, Matterhorn), both ankles sprained within 1 km down Mt. Ruapehu, gushing nose in the blistering winds of Seven Sisters (Rocky mountains), near-death-car-skid in a gravelly dusk at Queenstown.... yeah, nature has been fairly kind with me.  :)

A lot of my earlier journeys don't have good pictures as I used to have an analog video camera... thankfully I have switched to a Canon digital camera now, and find it a much more convenient way to capture memories.

Travel list

  • India: Kashmiri Himalayas (Srinagar/Dal Lake, Sonemarg, Gulmarg, Jammu), Madras (Golden Beach, prehistoric temples), Puri/Orissa (sea beach), Darjeeling/West Bengal (sight of Mt. Kanchenjunga and Mt. Everest), 1980-1994

  • Bhutan: scenic drive to the capital Thimpu as a child

  • USA: Indianapolis, New York, Detroit, Chicago, covering Lake Michigan and Niagra Falls, 1998. Las Vegas, Grand Canyon, Boston, 2007

  • Canada: Montreal, Quebec and Rocky Mountains (Calgary to Jasper), 2000

  • Switzerland: Zurich, Interlaken, Bern and Zermatt, covering Mt. Jungfrau, Harder Kulm, Lake Thun/Bern, Rhine Falls, and Mt. Matterhorn, 2000

  • South Korea: Seoul, Gyeong Ju, Sorak San National Park, 2001

  • Australia: Sydney, Canberra, Cooma, covering Snowy Mountains, Blue Mountains, and Bateman's Bay, 2002

  • New Zealand: Auckland, Tauranga (beach), Rotorua (volcano), Taupo (lake), Mt. Ruapehu (mountain), Christchurch, Queenstown (lake/mountain), Te Anau (lake/fjord), Wanaka (lake), Mt. Cook (glacier), 2003

  • Malaysia: Kota Tinggi Waterfalls, Desaru beach, Tioman Islands, Cameron Highlands, Fraser's Hill, Penang, Ipoh, Malacca, 2001-current

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Biography     


Extended biography

 

 

  • Born in Calcutta (Kolkata), India [1976]
  • Studied in St. James School, Calcutta, one of the top schools in India. Developed a love for theater and computing. Participated in many extracurricular activities including elocution, debating, and puppetry [1979-1994]
  • Awarded SIA-NOL scholarship for undergraduate degree in Computer Engineering at NTU, Singapore [1994-1998]
  • Awarded Caldecott Production International award for Outstanding Graphics project for his Renderman-based dust and water splashing models [1998]
  • Awarded full scholarship for Ph.D. on automatic analytical correspondence and interpolation between human motions [1998-2001]
  • Worked on several movie production tools and pipelines in support of a movie production in Singapore. These included fur rendering, dynamics based animation, and parallelization of graphics pipelines. [2001-2004]
  • Joined School of Computing, National University of Singapore as a teaching track faculty member. Developed the Game Development and Interactive Media curriculums from scratch, with emphasis on active learning. Top students are working in various game and media companies like EA Singapore, Lucasfilm Animation Singapore, NexGen, G-Gadget, Capcom, etc.[2004-]
  • Current research in real time amorphous effects and fur mapped on the GPU has excited the local media industry. Working with partners to port research to consumer products. Applying for funding for CG production pipeline and Game Character research. [2004-2006]

 

contact | research | publication | teaching | drama | photography | travel | biography

 

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