Portfolio development based on advanced animation/design projects. Senior film production and post production.
Physical & Mathematical Sciences
Advanced individual project with minimum guidance, showing high degree of competence within chosen major.
Advanced computer graphics systems programming and architecture, including ray tracing, radiosity, animation, and physically based modeling.
Designing and implementing client-server enterprise applications. Web servers, application servers, database connectivity, remote procedure calls, transactions, messaging, directory, naming services, threads, security, data formats.
Seth studied Animation and Computer Science in college, then jumped directly into an internship at Pixar Animation Studios. He spent over three years at Pixar, where his principle role was as an Effects Technical Director, creating environmental effects (dust, water, explosions, etc.) for Ratatouille, WALL-E, and Up. Now he is teaching 3-D animation art classes, running a student game production project under the Center for Animation, and doing research in physical dynamics simulations for film and games.
Professor Holladay mentors students yearly on film and game projects. The most recent films produced are “Rams Horn” (Student Emmy recipient) and “Papa” (BAFTA Finalist). The most recent games have been “Relic Hunter” (E3 College Competition Finalist) and “Vanguards” (published on Steam).
You can view these at “See Our Short Films” and “Play Our Games” links at animation.byu.edu
Dan Ventura’s research focuses on creating artificial intelligent systems that incorporate robustness, adaptation and creativity in their approaches to problem solving and incorporates neural models, machine learning techniques, and evolutionary computation.
Can we build computational systems that produce interesting/useful results through what must be attributable as creative means? If so, what does this mean? If not, why? Can these questions even be answered? This course will begin to address these questions. Our approach will be project-based, with the main goal of the course being to produce a working system to which we can attribute creativity. We will also incorporate a series of readings on various aspects of computational creativity, including theory, philosophy, empirical studies and implemented systems. The material is inherently inter-disciplinary and ill-defined. It will be intriguing and different and fun and challenging in a way that is likely unlike anything you’ve studied in CS to date.
THIS COURE IS TEMPORARILY UNAVAILABLE
Jeffrey Humpherys received his Ph.D. in Mathematics from Indiana University in 2002 and was an Arnold Ross Assistant Professor at The Ohio State University from 2002-2005, before joining the faculty at Brigham Young University in 2005. Since then, Jeff has won several grants from the National Science Foundation, including a CAREER award in 2009. He also received the Young Scholar Award from Brigham Young University in 2009. Since 1999, he has served as a technical and scientific consultant for several companies, particularly businesses specializing in information technology, financial services, healthcare, retail, and manufacturing.
Jeff has written papers in partial differential equations, operations research, applied probability, numerical analysis, healthcare analytics, control theory, and dynamical systems theory.
In 2007, Jeff co-founded the Interdisciplinary Mentoring Program in Analysis, Computation, and Theory (IMPACT), which is a undergraduate mentoring program in mathematics and statistics that has mentored over 60 students to date in interdisciplinary research projects across the university.
I have a radical theory that software is created by humans and that these humans function within social structures to create this software. Further, I hypothesize that these software creations significantly impact the social structures that they encounter in the world. Therefore, to understand the creation and impact of software, one must first understand people and their social structures within the context of technology.