Designing user interfaces for interacting with 3D data involves a number of factors that are not found in traditional 2D interfaces. In this project, we explore subtle yet critical aspects of 3D control and feedback. A number of research outcomes have been integrated into several Autodesk products and we continue to explore this complex area.
In recent years, new powerful analysis capabilities have been introduced in commercial software. In order to use many of these new compute intensive services, users often tie up their PC (or in some cases, dozens of PC’s ) for hours and even days to compute and visualize the results of a simulation, analysis, optimization or high quality rendering/ or animation.
This project touches on a broad range of architectural and sustainability concepts, tools, and workflows. A common thread is the development of techniques to help users express constraints and to design emergent behaviour.
We are developing an advanced multiscale parametric digital human biomechanical model. A number of global virtual human initiatives are underway, but these efforts focus on medical applications, while our purposes are to support advanced digital ergonomics. As such, we start from the anatomical level and work towards sub-anatomical structures, only as they affect biomechanics.
One of the ultimate goals is to prototype and validate novel parallel computing frameworks to enable the development of next generation high-performance, scalable software applications, capable of tackling the ever-increasing complexity of real world engineering, design and digital media challenges.
Although existing digital design tools are extremely powerful, they have correspondingly steep learning curves. In our research we attempt to formulate more efficient and intuitive interactive tools by applying state-of-the-art computer graphics research.
The Learning project aims to investigate advanced techniques for assisting users in learning complicated applications. We are interested in a range of investigations from the scientific study of the human learning process to prototyping novel interaction techniques for improving the general learning mechanisms that can be applied to all applications.
Computer representations of geometry are at the core of most problems in digital design and fabrication. In the context of our tools research we explore novel approaches to geometry processing.
Touch technology has taken over as the dominant form of input for most mobile devices and consumer applications and is making inroads towards replacing the traditional desktop environment. Our research helps to bridge the gap between legacy interaction models and new touch-enabled and sensor-based technologies. We investigate new devices and interaction patterns as they emerge, to see how we can unify and apply them into future concepts.
The nature and quality of interaction can be dramatically affected by both the input sensing capabilities and output display characteristics of an interactive system. We are interested in exploring novel input and output configurations to help guide and inform future system designs that may be deployed on a wider scale as these technologies mature.
Nucleus is a unified dynamics framework based on particles with constraints. The goal of this research is to unify all dynamics in a single solver so that things like cloth, rigid bodies and liquids all interact effortlessly.
Project Cyborg is a cloud-based meta-platform of design tools for programming matter across domains and scales. Project Cyborg provides elastic cloud-based computation in a web-based CAD shell for services such as modeling, simulation and multi-objective design optimization.
What if a CAD system could automatically generate tens, hundreds, or even thousands of design options that all meet your specified high-level goals? It’s no longer what if: it’s Project Dreamcatcher, and it’s the next generation of computational design.
Dreamcatcher is a goal-directed design (GDD) system that enables designers to input specific design objectives, including functional requirements, material type, manufacturability, performance criteria, and cost restrictions. The infinite computing power of the cloud then takes over.
Advances in compression and streaming technologies have enabled a new way to use compute-heavy software that no longer relies on a high-performance, local hardware. Expensive graphics hardware and prohibitive memory requirements can now be replaced by lower powered, lower cost mobile environments and still provide an acceptable user experience. In addition, new cloud-enabled business models are emerging that break the traditional desktop software delivery paradigm and support micro-transactions to license software and services.
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