I am currently working at Rhythm and Hues Studios as a simulations/effects R&D engineer. I was a computer science Ph.D. student at University of Southern California from May 2010 to May 2012 (on leave for the offer at R&H). I completed my robotics M.S. degree at Carnegie Mellon University under the guidence of Prof. Adam Bargteil and Prof. Jessica Hodgins, and my EECS BS degree at UC Berkeley under the guidence of Prof. Adam Bargteil and Prof. James O'Brien.

Before starting my Ph.D., I worked as a Technical Director Resident on Cars2 at Pixar Animation Studios. Before starting my M.S., I worked as a video-game programmer at THQ/Heavy-Iron Studios and received credit on Ratatouille The Game.

In Spring 2011, I received the Outstanding TA award from the USC CS department.

[DemoReel | 128MB]



Vega: Nonlinear FEM Deformable Object Simulator

Sin, F., Schroeder, D., Barbic, J.

Computer Graphics Forum, 32(1), 2013

Interactive Editing of Deformable Simulations

Barbic, J., Sin, F., Grinspun, E.

Proceedings of ACM SIGGRAPH 2012

Invertible Isotropic Hyperelasticity using SVD Gradients

Sin, F., Zhu, Y., Li, Y., Schroeder, D., Barbic, J.

Poster, ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2011

A Point-based Method for Animating Incompressible Flow

Sin, F., Bargteil, A. W., Hodgins, J. K.

Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2009

A Texture Synthesis Method for Liquid Animations

Bargteil, A. W., Sin, F., Michaels J. E.,
Goktekin, T. G., O'Brien,J.F

Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2006
ACM SIGGRAPH 2006 Technical Sketch



Fluid Simulation

I implemented a fluid simulator with semi-Lagrangian advection, implicit Viscosity Solver, and monotonic cubic interpolation. The surface tracker code was from Prof. Adam Bargteil. Images were rendered with Pixie (an open source renderer using Renderman's interface).


Meshless deformations based on shape matching

I implemented the SIGGRAPH 2005 paper. Eigen/Polar Decompositions were performed using lapack/lapack++. The duck model was borrowed from the DefCol Studio. Rendered with OpenGL.


Cloth Simulation

This is a homework assignment for my CMU graduate graphics course. Collision was handled using Prof. Robert Bridson et al.'s method. Springs and explicit Euler were used to simulate the dynamics of the cloth. Rendered with Pixie.


Invertible Finite Elements for Robust Simulation of Large Deformation

Implemented the SCA 2004 paper for my CMU graduate graphics course. Integrated with explicit Euler. Rendered with Pixie.


Real-Time Ambient Occlusion for Dynamic Character Skins

I implemented this I3D paper for my graduate graphics course.Reference


A VERY simple GPGPU program

I implemented a simple vector multiplication function in GLSL baese on this Tutorial. I am currently implementing a 2D fluid sim using Cg and hopefully I can upload the result soon.


Puyo-Puyo Board Game

I love playing my own written game :) [SourceCode].


Artistic Projects

Maya Modeling

I learnt how to model a Fire Hydrant at Pixar.


Volumetric Effect (Plasma Force)

This was created using Slim, Atmos and Renderman.