Dan B Goldman
My research spans computer graphics, computer vision, and human-computer interaction.
I lead an R&D team at Google in Seattle, developing platforms and technologies for high-fidelity real-time 3D acquisition, reconstruction and rendering of humans. I am also an affiliate associate professor of Computer Science and Engineering at the University of Washington, where I also received my PhD in June 2007. After completing my thesis, developing interfaces for browsing, dynamic annotation, and visualization of video, I joined Adobe's Creative Technologies Lab, where I created techniques for inpainting and reshuffling image contents. These became the Content-Aware Fill family of features in Adobe Photoshop. I joined Google in late 2015.
Thanks to my unique combination of careers, my Erdős-Bacon number is at most 6. If you are either a) a co-author of Paul Erdős looking for a research collaborator, or b) Kevin Bacon's agent looking for a co-star: please contact me immediately. (Proof: B = 2 via Rose Byrne appearing in both Star Wars Episode II: Attack of the Clones and X-Men: First Class; E = 4, various paths, but most reliably via David Salesin, Leo Guibas, and Richard Pollack.) My academic genealogy includes Donald Knuth, David Hilbert, and Sophus Lie.
Journals and conference proceedings
- Production Software Engineer, The Flintstones, 1994
- Digital Effects Artist (TD), Mission: Impossible, 1996
- Digital Effects Artist (TD), Dragonheart, 1996
- Digital Effects Artist (TD), 101 Dalmatians, 1996
- Digital Effects Artist (TD), Men In Black, 1997
- Sequence Supervisor, Star Wars Episode I: The Phantom Menace, 1999
- Computer Graphics Supervisor, Galaxy Quest, 1999
- Computer Graphics Supervisor, The Perfect Storm, 2000
- Computer Graphics Supervisor (R&D), Star Wars Episode II: Attack of the Clones, 2002
I've also done uncredited production work on Strange Days (1995), software development for Jurassic Park (1993), Peter Pan (2003), and Star Wars Episode III (2005), and consulting for Van Helsing (2004).
- High-fidelity real-time 3D capture and rendering, Apple Computer, September 5, 2019.
- High-fidelity real-time 3D capture and rendering, Amazon, June 26, 2019.
- High-fidelity real-time 3D capture and rendering, University of Washington ACM Seminar, March 12, 2019.
- High-fidelity real-time 3D capture and rendering, Northeastern University, February 8, 2019.
- Non-parametric image optimization, Mathematics, Computer Graphics, and Film Production, Joint Mathematics Meeting, January 13, 2013.
- Non-parametric image optimization & Crowdsourcing gaze data collection, Microsoft Research Cambridge, July 24, 2012.
- Non-parametric image optimization & Crowdsourcing gaze data collection, Imperial College London, July 12, 2012.
- Non-parametric image optimization, London Graphics Seminar, June 11, 2012.
- Interactive video visualization and navigation & Crowdsourcing gaze data collection, University of Washington computer vision seminar, April 11, 2012.
- Interactive video visualization and navigation & Crowdsourcing gaze data collection University of Washington DUB seminar, February 15, 2012.
- Image and video manipulation, Keynote, SPIE Media Forensics, January 25, 2011.
- The PatchMatch image correspondence algorithm and applications, University of Colorado Applied Math seminar, May 2010.
- Creativity, inspirations, processes, Creativity seminar, University of Maine, December 2009.
- Real-time interaction for video manipulation, International workshop on vision, Barcelona, May 2009.
- Rethinking digital video, Laika animation, August 15, 2007.