Jie Tan

PhD student of Computer Science
Computer Graphics Laboratory
Georgia Institute of Technology


My photo

Curriculum Vitae


2nd floor, Tech Square Research Building
Georgia Institute of Technology
Atlanta, GA, 30332

CellPhone: +1-(404)574-0700

Directions to GATECH
Directions to Computer Graphics Lab
My Advisors: Greg Turk and Karen Liu

Brief Bio

I received my Bachelor and Master Degree in Computer Science from Shanghai Jiaotong University(SJTU) in 2006 and 2009. I worked in Ubisoft Shanghai during 2005 and 2006 and participated in developing three games: "Ghost Recon Advanced WarFighter Xbox", "Ghost Recon Advanced WarFighter PS2" and "Brother In Arms D-Day PSP". With strong love of computer graphics, I continued my research career as a PhD student in Georgia Institute of Technology. I'm extremely interested in physically-based animation, such as fluid simulation, character animation, etc. I work with Greg Turk and Karen Liu.


Research Interests

Computer graphics, physics simulation, animation control, real-time rendering, global illumination, computational fluid dynamics and numerical algorithms.



Jie Tan, Yuting Gu, Karen Liu and Greg Turk. "Learning Bicycle Stunts", Conditionally accepted to ACM SIGGRAPH 2014.
Jie Tan, Greg Turk and Karen Liu. "Soft Body Locomotion", Presented at ACM SIGGRAPH 2012.
Jie Tan, Yuting Gu, Greg Turk and Karen Liu. "Articulated Swimming Creatures", Presented at ACM SIGGRAPH 2011.
Jie Tan, Karen Liu and Greg Turk. "Stable Proportional-Derivative Controllers", IEEE Computer Graphics and Applications, 2011
Jie Tan and Xubo Yang. "Fluid Animations: A Survey", Science in China Series F: Information Sciences (SCI indexed), Vol. 52, No.5. 2009, Springer-Verlag.

Other Projects

Fluid Animation with Multi-layer Grids

Real fluid phenomena often present multi-scale behavior, such as tiny splashes and foams in the ocean and small vortices near the bank of a wide river. It requires sufficiently fine grids and long computational time in the simulation to get adequately resolved solution. We present a new method to address this issue by solving Navier-Stokes equations on multiple layers of grids with different resolutions or discretizations. It combines the respective advantages of various grid types (discretizations), to catch the multi-scale behavior of fluids and optimizes the computational resources. Here is a link to the SCA 2008 poster "Fluid Animation with Multi-layer Grids".

3diya Project

3diya.com is a start-up company I founded with several friends. I worked as the CTO in the company. It is a 3D website on which you can design your home virtually. I implemented it using C++ and openGL and compiled it as a small ActiveX plug-in. Once you installed the plug-in, you can create your own virtual house and make the interior decoration. Although I left the company to pursue my research career in Gatech, the development of this website continues. The users now can create outdoor scenes as well. Please visit www.3diya.com if you're interested.

Ghost Recon Advanced War Fighter on Xbox and PS2

I participated in the development of "Ghost Recon Advanced War Fighter" both on Xbox and PS2 when I was an intern in Ubisoft. In these two projects, I mainly worked on the sound engine implementation and optimization. I implemented the new feature "Dynamic Mixing" for the sound designers and ported the whole sound engine from the EE (main CPU on PS2) to IOP (the coprocessor on PS2) in order to minimize the data transfer beteen EE and IOP.


Brother in Arms D-Day on PSP

I worked as a graphics engineer in this project. With the guidance of my mentors, Xiaoyue Xu and Zheng Ma, I implemented several new features on the fix-pipeline system, such as full screen glow effect and multi-layer terrain, which I believed were never seen before on PSP games at that time and became selling points of the game. I also optimized the rendering system for static meshes, achieving 50-100 times speed up compared to the previous implementation.



Source code of an optimized SPD linear solver (MIC(0) PCG method according to Chapter 4 of "Fluid Simulation for Computer Graphics").