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Adobe Research /

People / Nathan Carr

Overview People Projects Publications Internships About

Nathan Carr

Senior Research Scientist

Nathan Carr

I am a researcher at Adobe Systems, Inc. working on computer graphics related topics. I joined Adobe after completing my Ph.D. from the Department of Computer Science at the University of Illinois Urbana-Champaign under the guidance of John C. Hart. My interests range from image and geometry processing, to computer graphics. My primary areas of focus have been in rendering, graphics hardware, and geometry processing. My thesis focused on techniques for mesh parameterization with an emphasis on making them useful for accelerating surface processing algorithms on consumer level graphics hardware.

While at Adobe, I helped develop the Adobe Image Foundation, a GPU accelerated image processing library that became part of the Adobe Flash player.  I created ART, the global illumination renderer that is part of Photoshop Extended.  I helped port that vector graphics and image filtering portions of the Adobe Flash player to run accelerated on mobile GPU devices.  I served as the co-chair of ACM/Eurographics Sixth Symposium on Sketch-Based Modeling and Interaction.  I helped develop the Repousse' 3D modeling system that  that is part of Photoshop Extended.  I was the co-chair for the Adobe Technology Summit 2011, which was an internal event with an excess of two thousand employees in attendance.

Prior to Adobe, I spent my summer of 2002 at Nvidia in Santa Clara California where I worked on their architecture team that designs the new up and coming graphics processors. During my time there I designed new features for future products while assessing Nvidia's existing product line with that of their competitor's.

I have spent two summers interning at Intel at their Intel Architecture Labs in their 3D software technologies group, which is intended to be an "Idea Factory", research oriented branch of Intel. In the summer of 2000, I worked closely with Intel's software graphics team. The team at that time was developing the 3D authoring capabilities of Macromedia (now Adobe) Director 8.5 Shockwave Studio. Much of my work focused on developing real-time simulation techniques for cloth animation. In the summer of 1999 I worked on developing Intel's IPEAK graphics performance toolkit product with assisted developers in performance tuning, optimizing, and profiling OpenGL applications.

Projects

3D Printing

ART: Adobe Raytracer

Repousse: Smooth 2D Curve Inflation

Proscenium

Fluid Dynamics for Interactive Design

Publications

Efficient Nonlinear Optimization via Multiscale Gradient Filtering file

Tobias Martin, Pushkar Joshi, Miklós Bergou, Nathan Carr (Mar 07, 2013)

To appear in Computer Graphics Forum 2013

Stress Relief: Improving Structural Strength of 3D Printable Objects file

Stava, O., Vanek, J., Benes, B., Carr, N., and Měch, R. (Aug 07, 2012)

ACM Transactions on Graphics (Proc. SIGGRAPH 2012)

Digital Micrography file

Maharik, R., Bessmeltsev, M., Sheffer, A., Shamir, A., and Carr, N. (Aug 07, 2011)

ACM Transactions on Graphics (Proc. SIGGRAPH 2011)

Context-aware garment modeling from sketches file

Robson, C., Maharik, R., Sheffer, A, and Carr, N. (Jun 21, 2011)

Computers and Graphics (Proc. SMI 2011), June 22-24

A Linear Variational System for Modeling From Curves file

Andrews, J. , Joshi, P., Carr, N. (Jun 01, 2011)

Computer Graphics Forum 2011

Optimizing Structure Preserving Embedded Deformation for Resizing Images and Vector Art file

Huang, Q.-X., Měch, R., and Carr, N (Jul 13, 2009)

Computer Graphics Forum, Pacific Graphics 2009 Conference Proceedings, 29 (7)

Importance Sampling Spherical Harmonics

Jarosz, W., Carr, N. A., and Jensen, H. W. (Feb 28, 2009)

Computer Graphics Forum (Proc. Eurographics EG’09), 28, 2 (4), 577–586

Coherent Layer Peeling for Transparent High-depth-Complexity Scenes file

Carr, N., Měch, R., and Miller, G. (Feb 07, 2008)

In Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware, 33-40

Repoussé: Automatic Inflation of 2d Artwork

Joshi, P., and Carr, N. A. (Feb 01, 2008)

In SBIM ’08: Proceedings of the sixth Eurographics workshop on Sketch-Based Interfaces and Modeling, Eurographics Association, Aire-la-Ville, Switzerland, 49–56

Fast GPU ray-tracing of dynamic meshes using geometry images

Carr, N. A., Hoberock, J., Crane, K., and Hart, J. C. (Oct 24, 2006)

In Graphics Interface, 203–209

Rectangular multi-chart geometry images file

Carr, N. A., Hoberock, J., Crane, K., and Hart, J. C. (Oct 23, 2006)

In SGP '06: Proceedings of the fourth Eurographics symposium on Geometry Processing, 181–190

Particle-based fluid simulation on the GPU

Hegeman, K., Carr, N. A., and Miller, G. S. P. (Aug 21, 2006)

In Computational Science -- ICCS 2006, 228–235

Voronoi rasterization of sparse point sets

Talton, J. O., Carr, N. A., and Hart, J. C. (May 24, 2005)

In Proceedings of the Second Annual Eurographics Symposium on Point-Based Graphics

Painting Detail

Carr, N. A. and Hart, J. C. (Feb 01, 2004)

In SIGGRAPH '04: ACM SIGGRAPH 2004 Papers, 845–852

Two algorithms for fast reclustering of dynamic meshed surfaces

Carr, N. A. and Hart, J. C. (Feb 01, 2004)

In Proceedings of the 2004 Eurographics/ACM SIGGRAPH Symposium on Geometry Processing, 224–234

GPU algorithms for radiosity and subsurface scattering

Carr, N. A., Hall, J. D., and Hart, J. C. (Feb 01, 2003)

In HWWS '03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 51–59

Meshed atlases for real-time procedural solid texturing

Carr, N. A. and Hart, J. C. 2002 (Feb 01, 2002)

ACM Transactions on Graphics, 21(2), 106–131

The Ray Engine

Carr, N. A., Hall, J. D., and Hart, J. C. (Feb 01, 2002)

In HWWS '02: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 37-46

Antialiased parameterized solid texturing simplified for consumer-level hardware implementation file

Hart, J. C., Carr, N., Kameya, M., Tibbitts, S. A., and Coleman, T. J. 1999 (Feb 01, 1999)

In HWWS '99: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 45–53

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