Meng, Jiayuan
I am currently a Graduate Student at the department of Computer Science in University of Virginia. My research focus is parallel computing, including programming model and architecture design. I am also interested in graphics, artificial intelligence and machine learning. My advisors are Kevin Skadron and Dee A. B. Weikle. Contact me
Projects:
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Fractal:
Streaming CMP Architecture Simulator Supervised by Prof. Kevin Skadron. Under development. |
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Characterizing on Parallel
Applications: Supervised by Dr. Dee Weikle. On-Going |
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Shaping with Patterns: Course project on Jason Lawrence's class Data Driven Models in Computer Graphics in Fall, 2006. |
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Non-Parametric Texture Synthesize:
Implemented during Jason Lawrence's class Data Driven Models in Computer Graphics in Fall, 2006. Using Markov Random Field possibility theory to grow a new texture from a 3 by 3 "seed" from the original texture. The new texture will resemble the original texture. |
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Image Analogies: Implemented during the Jason Lawrence's class Data Driven Models in Computer Graphics in Fall, 2006. |
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Poisson Editting Implemented during the Jason Lawrence's class Data Driven Models in Computer Graphics in Fall, 2006. |
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Key Feature Matching Implemented during the Jason Lawrence's class Data Driven Models in Computer Graphics in Fall, 2006. Using SIFT to find the scale and rotation invariant key points. |
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AmberBBV: [AmberBBV main page] Supervised by Prof. Kevin Skadron and Dr. Dee Weikle. Here I am building a tool to capture the basic block vectors at run time according to the traces of PowerPC applications captured by amber. This is an amber plug-in using amber externel library. |
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Micro-architecture independent characterizing on Game
applications:
Supervised by Prof. Kevin Skadron and Dr. Dee Weikle. Using micro-architecture independent characteristics to evaluate games such as WarCraft 3, Doom 2 and a ray tracer PBRT. Published as TR CS-2007-04 |
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Fluid Simulation with a Multigrid PDE Solver on GPU
Mark Harris has wrote a Fluid Simulation on a 2D grid. This small project tries to extend it by using multi-grid PDE solver on GPU. download code (code may not work if GPU don't have enough support) video: [no viscosity] [low viscosity] [high viscosity] [vector fields] |
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GPU implementation of Light-Field Photography:
Supervised by Prof. Kevin Skadron, Dr. Dee Weikle, and Prof. Greg Humphreys. Ren Ng and Mark Levoy have published the idea of the light field camera using microlens arrays. This implementation trys to accelerate the computation by using SSE2, graphics hardware, and Cell Broad Band Engine(PlayStation3 processor). It can run 35 fps for a 4096*4096 lightfield image, user can browse different depth at real time. [tech report] code for: [CBE] [GPU] |
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Game Engine:
Course project in the coarse Real Timer Rendering on Spring, 2006 taught by Prof. David Luebke. This is a joint project together with Jiajun Zhu and Kevin Dale.We were focusing on the rendering engine. |
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Virtual Creature:
This is a course project together with
Jiajun Zhu for Intro Graphics in
Fall, 2005 taught by Prof. Greg
Humphreys. The key technique used here is artificial neural network and
genetic programming. It tries to reproduce Karl Sims' work about
"Evolved Virtual Creatures". Can't believe it that the creature got evolved
just 2 days before the Demo! Life is a miracle!
[html](download video high | low , video for bran structure: brain ) |
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High-Resolution Display Wall This is my senior thesis project under the supervision of Prof. Jiaoying Shi and Prof. Hai Lin in Zhejiang University. Using 5*3 distributed PCs each with a projector, display a large high-resolution image on the screen seamlessly. This work has been published. See: |
Publications:
Interests: