Computer Science

Computer Science Seminar: Dr. Marcelo Kallmann

Computer Science Seminar: Dr. Marcelo Kallmann
Host: Michael Neff
When: Monday, February 13th at 2:10pm
Where: 1131 Kemper Hall
Title: Full-Body Interfaces and Motion Planning Algorithms for Virtual Worlds, Games and Beyond
Research advances in the area of simulated virtual worlds are increasingly important for supporting the next generation of computer games, immersive environments, and emerging applications in training, health, and rehabilitation. I will present in this talk an overview of the research developed at the computer graphics group of UC Merced, in the areas of full-body interfaces for interactive training and data-based motion planners for synthesizing human-like motions. I will discuss new techniques we have developed for planning in blending spaces, learning full-body coordination patterns for action execution, for path planning with local clearance triangulations, and for computing optimal path maps and distance fields with GPU shaders. The presented work bridges research areas in computer games, computer animation and robotics motion planning. Several computer-generated movies will be presented. I will also briefly show results in the area of deformable models based on fractional derivatives.
Short Bio
Marcelo Kallmann is Founding Faculty and Associate Professor of Computer Science at the University of California, Merced. He obtained his PhD from the Swiss Federal Institute of Technology in Lausanne (EPFL) and before joining UC Merced in 2005 he was a postdoc at the Robotics Research Lab of the University of Southern California (USC), a scientist at the USC Institute for Creative Technologies (ICT), and a research faculty member at the CS department of USC. A significant part of his research has been dedicated to developing motion planning algorithms for applications in computer animation, games and virtual reality. He has recently served as program co-chair for the 5th International Conference on Motion in Games (MIG 2012), program co-chair for SBGames 2014, and associate editor for the IEEE International Conference on Robotics and Automation (ICRA 2015 and 2016). At UC Merced he established the computer graphics group ( He is recipient of several NSF awards and his recent work on triangulations for path planning runs inside The Sims 4, the best-selling PC game of 2014 and 2015.

1131 Kemper Hall

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